// create canvas texture
let canvas = document.getElementById('canvas');
let context = canvas.getContext('2d');
context.fillStyle = "rgba(0,0,255,1.0)";
context.fillRect(0, 0, canvas.width, canvas.height);
context.font = '30px "Microsoft Yahei","微软雅黑",Tahoma,Arial';
context.fillStyle = '#ffffff';
context.fillText( 'ABCDEFG', 0, 26);
let texture = new THREE.CanvasTexture(canvas);
texture.needsUpdate = true;
texture.magFilter = THREE.NearestFilter;
texture.minFilter = THREE.NearestFilter;
let spriteMaterial = new THREE.SpriteMaterial({
map: texture,
sizeAttenuation: false
});
let camera, scene, renderer;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
camera.position.z = 1;
scene = new THREE.Scene();
const sprite = new THREE.Sprite( spriteMaterial );
// i hope sprite size the same as canvas, so i scale the sprite .
// i try a lot of number like 0.1, 0.09, 0.08, 0.07, 0.06.
// finally i found 0.06 works well. The sprite size looks like the same as canvas.
// So how to calculate that number?
sprite.scale.set(0.06*140/30, 0.06, 1.0);
scene.add( sprite );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
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