Thread: text on 2d tiles in DirectX?

  1. #1
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    text on 2d tiles in DirectX?

    I'm looking for any advice on the best way to draw text onto 2d tiles.

    I'm working on a simple 2d tile engine and will be using D3DXFont to draw the text that apears on the tiles. I want to avoid calling D3DXFont serveral times per frame.

    I'm thinking of drawing the text of all visible tiles to one texture. The two things I'm not sure about are how to draw to a texture with D3DXFont and once I have a texuture containing the visible texts how to properly update it when a new tile comes into view.

  2. #2
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    IS D3DXFONT really that slow that you don't want to call it too often?

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    It's actually not all that slow but when I have a lot of tiles each with text I'd rather not. Another problem is clipping. D3DXFont will draw from the top and left of the rectangle and can be set to use the bottom and right co-ordinates for clipping but I know of no way to clip the left/top part of the font when the text is partly off the left or top of the tile map (unless I have the text in a texture then I just update the texture co-ordinates.

    What I might do in the interest of simplicity is instead of trying to draw fonts to the "text texture" when they come into view, just create one large texture that contains all of the text of the entire map.
    Last edited by Quantum1024; 04-26-2006 at 09:25 AM.

  4. #4
    Registered User VirtualAce's Avatar
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    SetViewport()

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    Of course, thanx Bubba.

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