Is there a tutorial / information for creating and creating fonts in a native DirectX 9 which does not use GDI? (Like does not use ID3DXFont).
I'm reading this is not the best solution (due to access to GDI), but what's the 'correct' way to render fonts in DX? ID3DXFont is a great, easy to use, initial, debug output, a great thing to do.
However, this font uses GDI for rasterization (not hardware accelerator) and is an important performance hit (try it, really very noticeable). According to DirectX 11, however, fonts with Direct 2D will be provided and the hardware will be accelerated.
The fastest way to render text is called "bitmap fonts". How do I explain this, except that there are many different ways to implement this technique, each complexity and potential difference, it can be as simple as a system that loads the pre-made textures and Draws a letter from it, or a system that silently registers a font with Windows and creates a texture in memory in load-time (the engine that I developed with a friend did it, Was very clever). Either way, you should see a noticeable increase in performance with bitmap fonts.
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