Hi
How do most people render fonts in their engines? For a while now I've been rendering a quad containing the entire text and passing a constant float buffer containing the letter lookups in a long 1536 x 16 texture but I seem to see a few other people rendering a letter at a time in character-sized quads. My thought is that for a whole line of something like debug info (or in-game info), you're increasing your draw calls by the number of characters even though the geometry is simple and probably locking/unlocking vertex buffers and changing uv coords for the font lookup for each character quad. My drawing a quad large enough to cover the entire text and passing a constant buffer containing the letters seems more efficient but I see a few glitches in the uv coords that don't look great. Not sure if this is to do with floating point errors but I'm thinking about switching to the draw call per letter method to see if it helps.
Any thoughts?
Thanks