First, about labels, stickers are similar to sprites, but in the 3d coordinate, use them like this:
private sticker with the inscription; Private DecalBatch decalBatch;
in show () or create ()
decalBatch = new DecalBatch();
CameraGroupStrategy cameraGroupStrategy = new CameraGroupStrategy(camera);
decal = Decal.newDecal(textureRegion, true);
decal.setPosition(5, 8, 1);
decal.setScale(0.02f);
decalBatch.setGroupStrategy(cameraGroupStrategy);
in render ()
decalBatch.add(decal);
decalBatch.flush();
also have decalBatch.dispose ();
note that in the future the decal will become part of 3d, I personally do not recommend using Decals like me using a 3d plane, and I saw some problems with it, to use using a 3d plane like this, I insert some of my codes here
private Model createPlaneModel(final float width, final float height, final Material material,
final float u1, final float v1, final float u2, final float v2) {
modelBuilder.begin();
MeshPartBuilder bPartBuilder = modelBuilder.part("rect",
GL10.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates,
material);
bPartBuilder.setUVRange(u1, v1, u2, v2);
bPartBuilder.rect(
-(width*0.5f), -(height*0.5f), 0,
(width*0.5f), -(height*0.5f), 0,
(width*0.5f), (height*0.5f), 0,
-(width*0.5f), (height*0.5f), 0,
0, 0, -1);
return (modelBuilder.end());
}
texture can be added as a material attribute
material.set(new TextureAttribute(TextureAttribute.Diffuse, texture)
, -
attributes.add( new BlendingAttribute(color.getFloat(3)));
attributes.add( new FloatAttribute(FloatAttribute.AlphaTest, 0.5f));
material.set(attributes);
ModelInstance,
modelInstance = new ModelInstance(createPlaneModel(...))
render() ModelBatch
modelBatch.render(modelInstance );
. .
http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=11884
http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=12493