Since RenderText doesn't pass the automated UV mapping coordinates to its Material, there's no way to get this data into a Shader ( unless you pass it yourself explicitly ). Could this be fixed somehow?
I haven't thought about this. When using RenderText (I'm assuming with an imported texture font, not the built-in system font) it does not send texture coordinates, instead it modifies the texture matrix to translate the UV coords to the correct position on the font texture.
So try writing a shader that uses the texture matrix. I found an example here:
That's good news .. should have tried that ( or looked in the source ). As you mention, you can just fetch the texture matrix using "gl_MultiTexCoord * gl_TextureMatrix" .. tested and working
I'm just curious what your font shader is doing,. care to post a little demo?
In fact, you seem to have been doing a load of shader development for the last while,. I for one would love to see some more demos,. (source released or not).
It's nothing special .. just a "typewriter" effect*. Attached is a test build and two screenshots of how it's supposed to look in case anything goes wrong
*You could also do this without a Shader by pushing letters outside of the screen depending on CharI, but you wouldn't for example be able to fade in the text as it appears.