It''s not newfound at all. Since my engine handle both Direct3D and openGL, I just conbined the text drawing routines.
So instead of having say:
if(GACTIVEENGINEID == 0x0000){ //--Initialize Direct3D Engine Text //--Using memory texture}else if(GACTIVEENGINEID == 0x0001){ //--Initialize OpenGL Engine Text //--Using wiggle}else if(GACTIVEENGINEID == 0x0002){ //--Initialize XSoft3D Engine Text}
I changed it around so OpenGL could use the memory texture:
Something like:
if(GACTIVEENGINEID == 0x0002){ //--Initialize XSoft3D Engine Text}else{ //--Initialize/Create memory texture if(GACTIVEENGINEID == 0x0001) { //--Create Direct3D Texture } else { //--Create OpenGL Texture } //--Free memory}
In other words, instead of using wiggle, it uses a bitmap font without the glCallLists(). Ususally the OpenGL bitmap fonts use glCallLists(), but theres ways around it. Just render quads and adjust the texture coords to fit the character that needs rendered.
Simple and so far a little faster.
-UltimaX-
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