# Text *in [Lib.render.basic](README.md)* Creates flat 2D Text as an Object in 3D Space from bitmap fonts. For each character a quad mesh is generated. [TextSprites] can be used to manipulate these generated objects. Any String Operator like [AString], [RandomString], etc. can be used as string input. The fonts used consist of a BmFont font definition file and the matching MSDF (multichannel distance field) texture ## Input Parameters | Name (Relevancy & Type) | Description | |---|---| | **InputText** (String) | String / Input for the text to be drawn | | **Color** (Vector4) | Defines which color the surfaces of the letters have | | **Shadow** (Vector4) | Defines the color / opacity of the shadow that appears as an outline
Colors brighter than 1 create a glow effect | | **Position** (Vector2) | Offsets the position of the Text element | | **FontPath** (String) | Defines which font is used | | **Size** (Single) | Uniformly scales the Text | | **Spacing** (Single) | Defines how wide the gaps between the letters and words are | | **LineHeight** (Single) | Defines the space between the lines, if there are more than 1 | | **VerticalAlign** (Int32) | Defines how high the letters are in relation to the pivot.

Top: The pivot point is on the row line
Middle: The letters are centered above the pivot
Bottom: The pivot is at the bottom of the letters such as 'y', 'g', etc. | | **HorizontalAlign** (Int32) | Defines where the pivot is located in the horizontal position | | **CullMode** (CullMode) | Defines whether / which surface is rendered invisible | | **EnableZTest** (Boolean) | Activates / deactivates whether the text covers / is covered by other elements. | | **Sharpness** (Single) | — | | **BillboardMode** (Boolean) | — | ## Outputs | Name | Type | |---|---| | **Output** | T3.Core.DataTypes.Command |