Text Rendering Part 1: Font Rendering Basics
- November 25th, 2011
- By Rok Breulj
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To an unknowledgeable individual, rendering text proposes itself to be quite simple. Take a texture for each character (glyph) and render it where the previous character ended. Throw all the glyphs into one texture and you have how most games render fonts – bitmap font rendering. But is that really all there is to it? No. People want pretty, scalable fonts where the characters align perfectly with each other, and in that process they created vector (or outline) fonts and a bunch of metrics you are expected to care about.