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HTML

              
                
              
            
!

CSS

              
                * { margin: 0; padding: 0; }
              
            
!

JS

              
                const LABEL_TEXT = 'ABC'

const clock = new THREE.Clock()
const scene = new THREE.Scene()

// Create a new framebuffer we will use to render to
// the video card memory
const renderBufferA = new THREE.WebGLRenderTarget(
  innerWidth * devicePixelRatio,
  innerHeight * devicePixelRatio
)

// Create a threejs renderer:
// 1. Size it correctly
// 2. Set default background color
// 3. Append it to the page
const renderer = new THREE.WebGLRenderer()
renderer.setClearColor(0x222222)
renderer.setClearAlpha(0)
renderer.setSize(innerWidth, innerHeight)
renderer.setPixelRatio(devicePixelRatio || 1)
document.body.appendChild(renderer.domElement)

// Create an orthographic camera that covers the entire screen
// 1. Position it correctly in the positive Z dimension
// 2. Orient it towards the scene center
const orthoCamera = new THREE.OrthographicCamera(
  -innerWidth / 2,
  innerWidth / 2,
  innerHeight / 2,
  -innerHeight / 2,
  0.1,
  10,
)
orthoCamera.position.set(0, 0, 1)
orthoCamera.lookAt(new THREE.Vector3(0, 0, 0))

// Create a plane geometry that spawns either the entire
// viewport height or width depending on which one is bigger
const labelMeshSize = innerWidth > innerHeight ? innerHeight : innerWidth
const labelGeometry = new THREE.PlaneBufferGeometry(labelMeshSize, labelMeshSize)

// Programmaticaly create a texture that will hold the text
let labelTextureCanvas
{
  // Canvas and corresponding context2d to be used for drawing the text
  labelTextureCanvas = document.createElement('canvas')
  const labelTextureCtx = labelTextureCanvas.getContext('2d')
  // Dynamic texture size based on the device capabilities
  const textureSize = Math.min(renderer.capabilities.maxTextureSize, 2048)
  const relativeFontSize = 20
  // Size our text canvas
  labelTextureCanvas.width = textureSize
  labelTextureCanvas.height = textureSize
  labelTextureCtx.textAlign = 'center'
  labelTextureCtx.textBaseline = 'middle'
  // Dynamic font size based on the texture size (based on the device capabilities)
  labelTextureCtx.font = `${relativeFontSize}px Helvetica`
  const textWidth = labelTextureCtx.measureText(LABEL_TEXT).width
  const widthDelta = labelTextureCanvas.width / textWidth
  const fontSize = relativeFontSize * widthDelta
  labelTextureCtx.font = `${fontSize}px Helvetica`
  labelTextureCtx.fillStyle = 'white'
  labelTextureCtx.fillText(LABEL_TEXT, labelTextureCanvas.width / 2, labelTextureCanvas.height / 2)
}
// Create a material with our programmaticaly created text texture as input
const labelMaterial = new THREE.MeshBasicMaterial({
  map: new THREE.CanvasTexture(labelTextureCanvas)
})
// Create a plane mesh, add it to the scene
const labelMesh = new THREE.Mesh(labelGeometry, labelMaterial)
scene.add(labelMesh)

// Start out animation render loop
renderer.setAnimationLoop(onAnimLoop)

function onAnimLoop() {
  // Explicitly set renderBufferA as the framebuffer to render to
  renderer.setRenderTarget(renderBufferA)
  // On each new frame, render the scene to renderBufferA
  renderer.render(scene, orthoCamera)
}

              
            
!
999px

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