Closed temportalflux closed 4 years ago
Font asset has been created and can be compiled to binary. Next step is creating a render pipeline for sprites to be rendered to the frame image. Text shaders are already in place, so the pipeline just needs to be created and called every frame. A FontRenderer also has to be created which will store the positions and text of currently rendering items, as well as a cache of the image that needs to be created from the font asset. Then this renderer can be called per frame to render text to the screen space.
An atlas for letters is uploaded to GPU and text can be sent to GPU which is rendered using that atlas. Has nothing to do with texture stitching.
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