three-pixel-font
v1.0.2
Published
Pixel-perfect bitmap font rendering for Three.js WebGL and WebGPU
Maintainers
Readme
three-pixel-font
![]()
Pixel-perfect bitmap text meshes for Three.js WebGL and WebGPU. Text layout is generated just in time as a compact data texture; glyphs remain crisp at integer pixel sizes and font atlases use nearest-neighbour sampling.
Version 1 targets the latest Three.js release (0.185.x) and supports both
renderers through separate tree-shakeable entry points. Version 0.0.13 remains
the final legacy release for Three 0.134.
Install
npm install three-pixel-font threeChoose a renderer
For WebGLRenderer, the classic PixelTextMesh name remains available:
import PixelTextMesh, {
PixelFontFace,
type PixelTextSettings,
} from 'three-pixel-font/webgl'For WebGPURenderer, use the WebGPU entry point. It uses TSL and
NodeMaterial internally:
import PixelTextMesh, {
PixelFontFace,
type PixelTextSettings,
} from 'three-pixel-font/webgpu'The root entry point also provides named WebGLPixelTextMesh and
WebGPUPixelTextMesh exports. Prefer the renderer-specific entry point so a
WebGL build does not import WebGPU/TSL code.
Font assets
A font face uses three files sharing a base URL:
font.png: a fixed-cell glyph atlas.font.txt: characters in atlas order, with line breaks ignored.font_char-widths.txt: unused columns per character. Compact single digits may wrap across lines; use comma-separated values for multi-digit widths.
The font must contain □ as the missing-glyph character. Applications host
their own font assets; the package does not install files into a public folder.
import { Color } from 'three'
import PixelTextMesh, {
PixelFontFace,
type PixelTextSettings,
} from 'three-pixel-font/webgpu'
const fontFace = new PixelFontFace('/pixelFonts/cdogs_font_7x8', 7, 8)
await fontFace.init()
const settings: PixelTextSettings = {
align: 0,
color: new Color('white'),
constantSizeOnScreen: false,
fontFace,
letterSpacing: -1,
prescale: 1,
scaleDownToPhysicalSize: true,
screenSpace: false,
strokeColor: new Color('black'),
vAlign: 0,
}
const label = new PixelTextMesh('READY', settings)
scene.add(label)
// When the label will not be used again:
label.removeFromParent()
label.dispose()Use PixelFontFace.fromData() when the texture and metrics are already loaded
or generated at runtime. This is useful for JIT UI-atlas workflows. Runtime
texture rows are treated as top-to-bottom by default; pass flipY: false in
the data object only when supplying an already bottom-to-top atlas.
Screen-space text
Set screenSpace and provide a Uniform<Vector2> whose value contains the
size of one physical pixel in clip space. Set constantSizeOnScreen to cancel
perspective scaling.
Publishing
npm test
npm pack --dry-run
npm publishOnly the runtime bundles, declarations, README, and license are published.
Visual harness
Run npm run dev:visual to serve the side-by-side WebGL and WebGPU harness at
http://127.0.0.1:4180/. Vite serves the bitmap atlas, character map, and
width table as part of the harness. npm run build:visual creates the
production output in dist/visual.
npm run test:visual starts and stops the Vite development server around the
browser assertions. npm run test:visual:production does the same with a
production build mounted at /three-pixel-font-visual/, exercising non-root
asset URLs. Both checks are included in npm test and npm run release:check.
The development toolchain is intentionally small: current Three.js and its types, esbuild 0.28, Vite, Playwright, and TypeScript 6.0. TypeScript 7.0.2 was evaluated but its compiler currently stalls on the Three.js TSL declaration graph, so it is not yet suitable for the package build.
