Fonts and Texts
Fonts are an asset that represents a TrueType font that can be used to draw text in your project. The available font file formats supported are .ttf and .otf.
Font Atlas
Evergine uses the Multi-channel Signed Distance Field technique to generate a pre-rendered sprite font atlas from the original font file. A font atlas is typically stored in texture memory and used to draw text in real-time rendering contexts. The main issue with the traditional sprite atlas is that the glyphs are pre-rendered at a specified resolution, so if you use this sprite atlas to render a large text or if the camera is close to the text, it is possible to detect a loss of resolution and aliasing on the text. Multi-channel Signed Distance Field allows rendering font glyphs while minimizing the loss of resolution with different font sizes and even when the camera is close to the text. Follow this link to read more details about this technique.
Default Font
The default Evergine project template imports the Evergine.Core package, which includes the Arial Font. The Text3D component uses the Arial font by default. You can create your own font asset and change it in the Text3D component. Fonts are a type of asset and have a dedicated editor Font Editor.