I'm hoping to get some suggestions for using bitmap fonts in an optimal way (3D game in Blitz3D).
I have a 512x512 bitmap font grid (done in Bitmap Font Creator or something) and have come up with code which loads the image as a texture, stores the UV co-ords for each character, and creates a mesh with two-tris per character (vertex colours is quite cool for colouring the text; dev shot here: kauler.com/games/explosiverpg/progress_a_04b.jpg ).
However I realised that creating meshes on-the-fly for every piece of text doesn't seem like a good idea -- plus the poly count increase. But I'm not familiar enough with how I could render the bitmap font to the screen in another way (like DrawImage()...?)
Some text can be pre-generated (e.g. "Health:", others need to be realtime (e.g. damage numbers "59")
I have a 512x512 bitmap font grid (done in Bitmap Font Creator or something) and have come up with code which loads the image as a texture, stores the UV co-ords for each character, and creates a mesh with two-tris per character (vertex colours is quite cool for colouring the text; dev shot here: kauler.com/games/explosiverpg/progress_a_04b.jpg ).
However I realised that creating meshes on-the-fly for every piece of text doesn't seem like a good idea -- plus the poly count increase. But I'm not familiar enough with how I could render the bitmap font to the screen in another way (like DrawImage()...?)
Some text can be pre-generated (e.g. "Health:", others need to be realtime (e.g. damage numbers "59")