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Dev Log: FNA Font Stuff

Dev Log: FNA Font Stuff
I'm currently in the midst of an actual break from development but I'll try to catch up on some recent developments while I'm loungin' about.

I'm still developing my new version of Otter using FNA instead of SFML. I'm slowly but hopefully surely finding out the best way to go about certain things like rendering and input. Fonts and text graphics are working pretty well now and I also have some basic input stuff hooked up for things like keyboard, mouse, and text entry.

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I'm using a C# binding of freetype for rendering fonts and text, and recently I implemented a system to handle huge font sizes. I say system but all it's really just a list of textures for the font instead of just one texture. Unfortunately the upper limit of font sizes is still the maximum size of the texture though... so right now 2048 I think.

I've almost got enough in my FNA engine to make a simple game aside from a few missing collision overlap checks and a handful of bugs. As much as I hate to say it I think I actually like SFML's rendering system better because so far using SpriteBatch feels like a giant pain in the butt most of the time. I understand why SpriteBatch is so important, but it seems like it'd be easier just to pass my own vertices and textures into the renderer... but for some reason that's mega slow. Right now one of the bugs I have to look into is the fact that rendering 10 or so primitives already starts to take a toll on performance, and it's only rendering a bunch of untextured vertices! Nothin' makes sense.
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