swb

Member
  • Content count

    1
  • Joined

  • Last visited

Community Reputation

115 Neutral

About swb

  • Rank
    Newbie
  1. For Latin fonts I was planning to render all the glyphs to a texture atlas (and that seems to be what people suggest doing), but looking at Japanese fonts with possibly 10k glyphs, or fallback fonts for internationalization that cover the entire unicode basic multilingual plane (64k glyphs), I'm concerned that doing that naively is going to be a disaster in both ram use and number of textures. I figure this is a common problem as there are a lot of Asian and multilingual games, but I couldn't find any info on it. How would you do it?