Working on converting my font system from our OLD proprietary 16 bit blit library to SDL and I thought of something. What’s the best pixel format for a font texture? The font is effectively just a gray-scale alpha channel, right? I use SDL_SetTextureColorMod to multiply in an actual color. So what would be the best pixel format for the font texture? Is there any performance benefit from changing from a normal 32 bit RGBA to something else? Does anyone know off the top of their head what SDL_TTF uses, and why?
If you are using LCD subpixel antialiasing, you do need RGBA.