It has occured to me though that I am probably approaching this the wrong way. I won't be able to scale the fonts except by scaling the quads, which won't give a very good effect I shouldn't think.
I think I need a more dynamic way of generating the fonts by letting Windows draw a font at a specific size onto a texture and generate the images that way. My only concern there though is that it would involve installing a font onto a user's system in order to be able to access it via the normal GDI so that's no good.
Perhaps another option will be to extend my font file format to include the font at various sizes, but then it is going to eat up more texture memory and involve even more clipping bitmaps out of images in Paint Shop.
Perhaps a middle way would be a seperate tool that can generate the font files by using the GDI to draw each font onto a bitmap then generate my font file from that. I'd only need the fonts installed on my system then, and if it worked I could easily generate multiple sized fonts quite easily.
I'm still a bit concerned by the amount of texture memory they would take up, although I'd probably only need one font loaded while the actual game was running and could reload other fonts when entering menu mode and so on.
Perhaps I should just try scaling the single font by resizing the quads before I worry about all that.
Surprisingly complex stuff, all this font gibberish. I'd just use D3DXFont instead, but I assume that requires a font to be installed on a system as well.
Oh well. Just nice to be working on something again after the dry spell I entered when I finished Orc.
Ideally you could use a font library to generate your own textured fonts, but I like to have the option of using my own handdrawn fonts and it's a bit of a hassle to make your own vector based font files (I don't know a good way to do that).