D3D11 - Bitmap Font Rendering

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10 comments, last by Endurion 7 years, 9 months ago

I completely did not understand clashie... :) Are you able to change the text during runtime efficiently?

Yes, my font is just packed into a texture. I wrote a tool that generates bitmap fonts and it also creates the glyph data I need alongside the actual texture.

So when I pass a character, it's indexes to an array with information for drawing it so I have the character's bounds, texture coordinates and whatever else I needed.

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Got the batching thing more or less up and running, and it does offer quite a nice improvement. It's still not as fluid as the old DrawPrimitiveUP was, but there's still optimisation opportunity.

Thanks guys!

Fruny: Ftagn! Ia! Ia! std::time_put_byname! Mglui naflftagn std::codecvt eY'ha-nthlei!,char,mbstate_t>

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