Quote: "It's really weird that it's so incredibly slow... I've got my game going in OpenGL now, do the exact same amount of font work and it's blazing fast. I think the big problem is DBPro's inability to create display lists. I think if we could do that, it would greatly increase the performance of most games out there -- perform translations and render them.
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Direct3D works differently from opengl, it doesn't have or need concepts such as display lists. The reason it's so slow is this:
When you create a font for use by opengl or direct3d, you have to write the characters of the font to an image, and then use that image to draw the text because graphics cards can't directly render text.
What you would normally do is create a new image for each font so switching between them is as simple as changing the texture (very fast).
DBPro on the other hand just has one font in use at any given time, so when you change a font attribute, it deletes the old image (slow), creates a new blank one (slow) and fills it with all the possible characters drawn using the new font style (very slow).
The reason I suggested using Advanced2D is that it allows you to have multiple fonts at a time. The slow part of creating them only needs to happen once at the start of the program.
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