Original Post
I am trying to make a font engine without using ID3DXSprite. On initialization of the font, I store the font in a structure (the width of the character, the bits of the character). This is read in from a text file. My problem now is when the text is rendered, I lock a texture and transfer the bits of the needed characters to the texture. To test I made an integer that increases in value every frame, and then render it with my font class. As you can imagine, it laggs like hell. But heres the thing, using ID3DXFont, it doesn't. I can imagine I am loosing the speed when I am locking the texture. I have been looking around, and at two places I have heard to make a texture with all the characters on it, and "pull the characters out using texture coords." ...? What do they mean? I don't know, but there must be some other way to blit text to the screen, ID3DXFont does it much faster than mine. Anyone had any experience with this? Thank you, Dev578