@Deltakosh this is a great feature and I’d love to extend the functionality. Following the theme of my high thin instance count scenes, my use case will be using this as “nameplates” for each entity. The end goal is to have n nameplates all handled in one draw call.
I’d like to create a batching system/class that can create “thin instance” handles and a method to add a paragraph, color and initial world matrix. Consumer would be responsible for updating the instance’s world matrix.
I have a few ideas and wanted to get some advice on what makes the most sense for core functionality:
Separate class BatchTextRenderer. Would be some duplicate code but provide the functionality to manage an internal buffer, including hash set of strings the consumer asks for (if 50 entities are called “a rat” only need to store glyph data for that once)
Extend the existing class with new methods/internal state/shader logic to handle instances
Create a class/static utility function that takes an array of existing TextRenderer instances and boils everything down to one handle that can render everything in one draw call.
I’ll be prototyping some stuff out and will post updates