Oh, in addition to what I said:

since GL rendering and Android UI are done in two separate threads, there 
is the chance that both text and 3D graphics are not completely in sync. 
This is not much of a problem for HUDs, but it might turn out to be a 
problem when text has to be positioned alongside a moving game object.

On Thursday, January 31, 2013 11:23:02 AM UTC-6, Nobu Games wrote:
>
> 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]> 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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