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Text Directx 8
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You could use gdi, BUT YOU DON''T WANT TO!!!!
look through the SDK samples that use fonts. Essentially, they use gdi ONCE to draw an alphabet to a texture and then they use that texture to render sets of textured quads. You can either use their font class, or derive your own.
You could use gdi, BUT YOU DON''T WANT TO!!!!
look through the SDK samples that use fonts. Essentially, they use gdi ONCE to draw an alphabet to a texture and then they use that texture to render sets of textured quads. You can either use their font class, or derive your own.
Oh Dear God!!!
Don''t use the GDI method!!!!
Don''t use the GDI method!!!!
D3DXFONT is just a wrapper for some GDI functions so it''s not a way to follow the "Don''t use the GDI method!" advice. But, if you''re just looking at a way to display some temporary debug text (that doesn''t need speed), you could use D3DXFONT just to avoid to play with device contexts.
For in-game text, you should use a texture that hold the alphabet as CrazedGenius said. Simpler : draw the complete alphabet on a bitmap to completely avoid GDI !
For in-game text, you should use a texture that hold the alphabet as CrazedGenius said. Simpler : draw the complete alphabet on a bitmap to completely avoid GDI !
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