var myDynamicTexture = new BABYLON.DynamicTexture(name, option, scene);
myDynamicTexture.drawText(text, x, y, font, color, canvas color, invertY, update);
<!doctype html>
<html>
<head>
<meta charset = "utf-8">
<title>MDN Games: Babylon.js demo-shapes</title>
<script src = "https://end3r.github.io/MDN-Games-3D/Babylon.js/js/babylon.js"></script>
<style>
html,body,canvas { margin: 0; padding: 0; width: 100%; height: 100%; font-size: 0; }
</style>
</head>
<body>
<canvas id = "renderCanvas"></canvas>
<script type = "text/javascript">
var canvas = document.getElementById("renderCanvas");
var engine = new BABYLON.Engine(canvas, true);
var createScene = function() {
var scene = new BABYLON.Scene(engine);
var camera = new BABYLON.ArcRotateCamera("Camera",-Math.PI/2, Math.PI / 3, 25, BABYLON.Vector3.Zero(), scene);
camera.attachControl(canvas, true);
var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene);
light.intensity = 0.7;
var box = BABYLON.Mesh.CreateBox("box", 3.0, scene);
box.position = new BABYLON.Vector3(0, 0,-5);
//Create dynamic texture
var textureGround = new BABYLON.DynamicTexture("dynamic texture", {width:512, height:256}, scene);
var textureContext = textureGround.getContext();
var materialGround = new BABYLON.StandardMaterial("Mat", scene);
materialGround.diffuseTexture = textureGround;
box.material = materialGround;
//Add text to dynamic texture
var font = "bold 60px Arial";
textureGround.drawText("Box", 200, 150, font, "green", "white", true, true);
return scene;
};
var scene = createScene();
engine.runRenderLoop(function() {
scene.render();
});
</script>
</body>
</html>
var ctx = myDynamicTexture.getContext();
<!doctype html>
<html>
<head>
<meta charset = "utf-8">
<title> Babylon.JS : Demo2</title>
<script src = "babylon.js"></script>
<style>
canvas { width: 100%; height: 100%;}
</style>
</head>
<body>
<canvas id = "renderCanvas"></canvas>
<script type = "text/javascript">
var canvas = document.getElementById("renderCanvas");
var engine = new BABYLON.Engine(canvas, true);
var createScene = function () {
var scene = new BABYLON.Scene(engine);
var camera = new BABYLON.ArcRotateCamera("Camera",-Math.PI/2, Math.PI / 3, 25, BABYLON.Vector3.Zero(), scene);
camera.attachControl(canvas, true);
var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene);
light.intensity = 0.7;
var ground = BABYLON.MeshBuilder.CreateGround("ground1", {width: 20, height: 10, subdivisions: 25}, scene);
//Create dynamic texture
var textureGround = new BABYLON.DynamicTexture("dynamic texture", 512, scene);
var textureContext = textureGround.getContext();
var materialGround = new BABYLON.StandardMaterial("Mat", scene);
materialGround.diffuseTexture = textureGround;
ground.material = materialGround;
//Draw on canvas
textureContext.beginPath();
textureContext.moveTo(75,40);
textureContext.bezierCurveTo(75,37,70,25,50,25);
textureContext.bezierCurveTo(20,25,20,62.5,20,62.5);
textureContext.bezierCurveTo(20,80,40,102,75,120);
textureContext.bezierCurveTo(110,102,130,80,130,62.5);
textureContext.bezierCurveTo(130,62.5,130,25,100,25);
textureContext.bezierCurveTo(85,25,75,37,75,40);
textureContext.fillStyle = "red";
textureContext.fill();
textureGround.update();
return scene;
};
var scene = createScene();
engine.runRenderLoop(function() {
scene.render();
});
</script>
</body>
</html>
//ground mesh var ground = BABYLON.MeshBuilder.CreateGround("ground1", {width: 20, height: 10, subdivisions: 25}, scene); //Create dynamic texture var textureGround = new BABYLON.DynamicTexture("dynamic texture", 512, scene); //adding dynamic texture to ground using standard material var materialGround = new BABYLON.StandardMaterial("Mat", scene); materialGround.diffuseTexture = textureGround; ground.material = materialGround;
var textureContext = textureGround.getContext()
textureContext.beginPath(); textureContext.moveTo(75,40); textureContext.bezierCurveTo(75,37,70,25,50,25); textureContext.bezierCurveTo(20,25,20,62.5,20,62.5); textureContext.bezierCurveTo(20,80,40,102,75,120); textureContext.bezierCurveTo(110,102,130,80,130,62.5); textureContext.bezierCurveTo(130,62.5,130,25,100,25); textureContext.bezierCurveTo(85,25,75,37,75,40); textureContext.fillStyle = "red"; textureContext.fill(); textureGround.update();