Interesting point.
I didn't know it actually worked that way.
This CPU exepensiveness using [text2d] made me think maybe it doesn't use OpenGL and only [text3d] does so. But it finally appears [text2d] uses OpenGL as well. I'll try implementing my patches with [text3d] and see how it goes...
By the way : my fonts are already not too curved... (:
++
Jé
Timon Botez a écrit :
Font rendering quite CPU expensive in GEM (Jerome Tuncer)
Its also down to what typeface you are using. The more complex the
curve, the higher the polygon count. Straight edge/polygon faces such
as Gridnik (http://www.foundrytypes.co.uk/foundry_gridnik/ gridnik.html) or Citizen (http://www.myfonts.com/fonts/emigre/citizen/ familytree.html) tend to speed things up. These are not gratis if you
are not so fussy, but there are plenty of free ones (http://www. 1001freefonts.com/). Simple pixel based fonts also speed up, but they
look shit in 3d. Stay away from the serif - unless you do like cyrill
suggest - and go for texture mapping. Helps turning off antialiasing
too.T.
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