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D3DXFont Research / Drunken Hyena

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Greetings! I would like to invite you to share your opinion about font performanence. Since DirectX SDK December 2004 there is not Font->Begin and Font->End methods. What does that mean? When you start using/blitting fonts on screen the device sets the required settings and just leaves them as it? How does the device know when it is done? My master questions are: 1. Why doesn't anyone use D3DXSPRITE interface to draw fonts? 2. Is the D3DXSPRITE slower than render a triangle list? 3. Could a triangle strip be faster? 4. Has vertex cache any role? 5. Is D3DXFONT still the fastest? 6. Can you load/save custom fonts/bitmaps into D3DXFONT? I was wondering if I use some fonts and they work for me, I could record them in case anyone else does not have them. My idea of font drawing is a pre-prepared triangle list and when user calls TextOut the DrawSize increases, so the list doesn't get resized every time. Drunken Hyena: Could you perform tests with new font interface and post some results? The fonts are still a bottle neck, because framerate drops are noticed.

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Guest Anonymous Poster
Self-made font systems are great(with all bunch of effects you could think of)
But,for asian languages,it is way more complicated than just making characters in bitmaps

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1) D3DXFont uses D3DXSprite internally to draw each glyph
2) D3DXSprite uses a dynamic indexed triangle list
3) Probably not, you are drawing separate quads
4) A small one, each quad is 2 triangles, so 2 of the 6 indices are repeated
5) D3DXFont is pretty fast, for a general solution.
6) D3DXFont only works with fonts known to GDI. There is no loading or saving of custom font bitmaps.

xyzzy

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