And my font manager stuff is in too. You can't actually render strings yet, I'll do that today hopefully. But you can preload the glyphs, which locks the texture sheet and blits the glyphs to it. And for hilarity, I tried preloading 65536-32 glpyhs, and it ate up 6 2048x2048 textures. So I won't be doing that again any time soon. Although it was a good stress test.
Getting text actually rendered will be the same plan as with TEH MMORPG!!1, it'll generate a bunch of sprites, one for each glyph. I'll make an EText class which will save me having to arse around with vectors of ESprites whenever I want to render some text. I can also make an EText hold a pointer to the font and let you replace the text and stuff more easily. In TEH MMORPG!!1 it was all done with game-level objects, which was ugly.
So, in theory you'll be able to do this:
EFont::SP pFont = EGraphics::Get().GetFont("Ariel", 12, EFont::Bold);EText::SP pText = pFont->CreateText("Hello World!");EScene::Get().Add(pText);
Anyway, work...
In that case, how does the client code know how to call SetTexture() (if you are using Direct3D) without mucking up batching of sprites on the same texture?
Hope that made some sense. [smile]