ollix/MetalNanoVG

Procedural Text without generating new textures?

KTRosenberg opened this issue · 0 comments

I need to render text procedurally in every frame of my application’s runtime. It seems that nanovg generates a new atlas every time I have a new text line or zoom. That causes major performance and memory issues. Is there a way to circumvent this?
Also, I did look into the original nvg headers, but it’s unclear when the redundant texture generation happens. I always thought for procedural text you’d just render a quad per character in the correct space, not generate a bitmap and texture per text line.