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Refer to the link below, it looks like that the fatness of the font will be impacted by the width & height of the plain mesh.  This is not what I expected. 

Actually I want the font be rendered normally no matter what the mesh size is.  Is there way to fix this issue?  How to calculate an appropriate size to make the font look better?




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17 hours ago, JohnK said:

Hi @JohnK, if you look at my code, what I'm using is AdvancedDynamicTexture, not the DynamicTexture within the provided link above.

var tx = BABYLON.GUI.AdvancedDynamicTexture.CreateForMesh(plain);
tx.diffuseColor = new BABYLON.Color3.White();
tx.emissiveColor = new BABYLON.Color3.White();
tx.width = 3000;
tx.height = 1000;

The advancedDynamicTexture were created based on the mesh size automatically. 

Setting the width & height of AdvancedDynamicTexture does not make any difference of the TextBlock rendering. 

And setting the width & height of the StackPanel / TextBlock will only crop the rendered text.


Is there any way to adjust the rendering resolution of the AdvancedDynamicTexture so the text could rendered better?

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