I would very much like to see the addition of an accessible masked text draw method for the display pipeline.
Currently it involves jumping throught a few hoops to measure the text string to get pixel dimensions, inflating the resulting 2d rectangle to get some offset from the text, and overlaying the two to have a resulting masked text.
This is very useful for displaying real time data and HUDs without the problem of bad readibility of screen text when overlayed on the model space.
screenX: X coordinate (in pixels) of text insertion point (dependent on TextJustification set in TextEntity).
screenY: Y coordinate (in pixels) of text insertion point (dependent on TextJustification set in TextEntity).
text: TextEntity.
Masking would be set in the properties of the TextEntity (currently the Draw2dText and Draw3dText accept string inputs for the text parameter only).