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The original game uses the native Windows GDI text rendering API. If we go cross-platform, we'd probably use FreeType?
The text was updated successfully, but these errors were encountered:
It's probably not going to be SDL_ttf, despite moving to SDL for everything else. All of its rasterization functions allocate a new SDL_Surface, leading to tons of complaints about how slow it is. The library should definitely make use of the rectangle packing cache system I implemented in P0251.
SDL_Surface
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The original game uses the native Windows GDI text rendering API. If we go cross-platform, we'd probably use FreeType?
The text was updated successfully, but these errors were encountered: