>Create a Text2D with a small font - 12 point or something, and then scale it
>up with
>a scale transform to the desired size. This way, hardly any texture memory
>is needed,
>and there is no 1024 point or texture size limit. You can wrap this up in a
>factory
>object with a method like
> Group buildText2D(String message, double size)
>(Sorry may have got class names wrong)
This solution is unfortunately impracticable for the application I work on
since the scene would be printed and we need high resolution printing.
Labels will look badly if scaled too much that's why I need to generate
them directly at the right size.
Thank you for replying,
Stephane
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