I experience strange behavior with TextureFont and TextRenderer: TextureFont seems to shuffle the glyph <-> char mapping _sometimes_ :(
Steps to reproduce the behavior:
Call the following snippet more than 15 times - once per rendering frame. Every time 'text' should be only one char. Each char should be different.
//... other rendering stuff TextHandle handle; m_textPrinter.Prepare(text,m_font,out handle); m_textPrinter.Begin(); using (handle) m_textPrinter.Draw(handle); m_textPrinter.End(); //...finish other rendering stuff + swapbuffers
Once 15 chars are loaded into the font, the output gets scrambled, ie. where "a" should be - is now "5" or something completely different, even blank space. It is not deterministic, what is drawn instead. But it is deterministic, that a false texture is drawn.
Also, the bahavior does not happen, when loading more than 15 chars at once, but only by incrementally loading the chars in the way shown above.
Dont know if '15' is specific to my machine either.