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papillon68

macrumors newbie
Original poster
Jan 1, 2009
2
0
Hello, I searched around for days, but the only way I found to do it is using the Texture2D class and rebuilding the texture with the updated text at each frame: very very slow, the application fall on its knees.
I have read that mixing Opengl ES context and UI Labels is a very bad idea too.

So I said: let's go for bitmap fonts !
I found several tutorials based on Windows OpenGL on how to build texture bitmap fonts: unfortunately they create fonts using typical windows commands such as wglUseFontBitmap, for instance.

So how do you deal with it in MacOs and Iphone programming ? Any suggestion ? Thanks !
 
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