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@fadden I’d like to display a logo, timestamp and fps on the video. I’ve been able to successfully draw a Bitmap using GLUtils.texImage2D() on the video, drawing two rects (One Sprite2D for the logo and one FullFrameRect for the video) on one WindowSurface. How should I draw text? Reading on the Internet I see it isn’t as straight forward as I thought it would be.

Edit : An easy option seems to lock the WindowSurface's canvas and use the Canvas API to draw, like here. Do you see any drawback to this?

Issue Analytics

  • State:closed
  • Created 6 years ago
  • Comments:20 (1 by maintainers)

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2reactions
SaravanarajaGITHUBcommented, May 17, 2019

I did this a long time ago, so I don’t quite remember. But, it depends on how you’re rendering the text. When it’s placed in a sprite2d, you can perform any affine function and rotate/move/scale it. Also, if you want to make it easy, you can also rotate the bitmap.

mSpriteLogoRect.transform(new Sprite3d.Transformer() .rotateAroundX(180) .translate(0, 0, 0) .scale(1.0f, 1.0f, 1.0f) .build());

.rotateAroundX(180) //this line made the trick

1reaction
crearocommented, May 17, 2019

I did this a long time ago, so I don’t quite remember. But, it depends on how you’re rendering the text. When it’s placed in a sprite2d, you can perform any affine function and rotate/move/scale it. Also, if you want to make it easy, you can also rotate the bitmap.

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