I haven't tested / benchmarked that myself using OpenGL ES, but what I read 
so far over on Stackoverflow is that developers noticed a performance 
impact when you have an extra view for rendering text on top of a 
GLSurfaceView.
I only experimented with a custom view with text and graphics rendering on 
top of a camera preview so far. And the frame rate was acceptable (around 
30 FPS on a Galaxy S doing nothing much fancy).

However, I do not want to take that approach because I'm currently 
developing a game engine that has to be portable. Therefore I'm trying to 
abstract platform-specific details and having fonts being rendered in 
OpenGL sounds quite portable to me :-)


On Thursday, January 31, 2013 10:58:04 AM UTC-6, latimerius wrote:
>
> On Thu, Jan 31, 2013 at 5:13 PM, Nobu Games <[email protected]<javascript:>
> > wrote:
>
>> 2. This seems to be the Android standard approach: pre-render an atlas / 
>> map texture with all letters and symbols you need using a Bitmap, Canvas 
>> and a font of your choice. The Android tools available are very 
>> straightforward to use and I guess that'll be the way to go for me. The 
>> only problem here is: you need to take care of rendering the letters with 
>> correct spacing and line breaks etc. The letter spacing can be determined 
>> in the map generation step, though.
>
>
> Why don't you just use Canvas & Paint to render the text(s) you'd like 
> display?
>
> Locale handling can turn out a PITA but otherwise, this seems a good 
> solution to me.  Just out of curiosity, what would you gain by doing what 
> you describe (i.e. using the glyphs but writing you own typesetting code)?
>  
>

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