title: How to use Distance-field-fonts in either Scene2D.ui OR on a 3d rect mesh
body: <p>I am making a game that needs a lot of text rendered at different distances. </p>
  
  <p>Distance-field-fonts look perfect for this;</p>
  
  <p><a href="https://github.com/libgdx/libgdx/wiki/Distance-field-fonts" rel="nofollow">https://github.com/libgdx/libgdx/wiki/Distance-field-fonts</a></p>
  
  <p>I made the font itself no problem - the software and tutorial was great there.
  However, the tutorials only go into how to use this font with a SpriteBatch.
  As my game is 3D, this isn't very useful to me.</p>
  
  <p>My game is currently set up to use Scene2d.ui in the 3d world to arrange labels in a virtual interface, but If I have to I'll switch to just making my own layout objects out of lots of meshs.</p>
  
  <p>I am basically looking for <strong>any</strong> way to use lots of Distance field fonts in 3d space- lets just say on a rectangle with "hello world" on it.
  If it helps I think the game will likely have about a hundred "text planes" created at run time, but not changing once created.</p>
  
  <p>Please bare in mind I have no real experience with shaders. Some explanations I have found when googleing skip over things that (I assume) are basic to others (like how to make a Shader from a ShaderProgram). I did try to research this myself, but needing to have a custom Shader, a custom Shader Program, a custom Shader Provider and manually reimplementing my own Labels to take the custom shader seemed like I was going into a black hole of blindly poking about when there might be an easier/more obvious way to use Distance-field-fonts.</p>
  
  <p>Any help or pointers will be appreciated,
  Thanks.</p>