So you're writing a game - cool ! ... and you need text for "Score", "Bonus", "Time" etc.
This tutorial will show you how to use gorgeous Bitmapped fonts in your Game project.
It will show you step-by-step how to produce rich textured Fonts which add depth and appeal.
It improves PERFORMANCE... and simplifies WORKFLOW ...
... by combining multiple bitmapped font output files into a single image file and respective meta files.
A few simple steps... to go from True Type fonts to Bitmapped Fonts...
The single image loads faster and avoids needless texture re-binding when rendering.
Convert from the Outline Font to Textured Font using Photoshop or your favorite paint program.
You can use Photoshop* to apply texture and layer effects to all your fonts.
The finished fonts look GREAT ! ... but there are 3 sheets, and each is pretty big.
... and look at all the WASTED space in each font sheet, 45%, 18% and 51% of the font textures are empty !
Hover over the images to see the Waste !
There is a FIX !!!
* Photoshop / Sketch / Gimp ... or your own favorite !
Using GlyphCombiner you can save space and maximize FPS ...
The combined font sheet is much smaller.
This saves GPU memory and avoids glBindTexture() calls to swap between different fonts in the scene.
For even more savings - try the KEYWORDS mode ... (blog post to follow) !