I’m trying two ways to cache SDL_tttf glyphs.
First way is by creating an array of textures from the surface returned by
TTF_RenderGlyph_Blended() and render each glyph that I need from the array, and here is the result of that:
Second way is by creating a texture atlas with
SDL_BLENDMODE_BLEND and render the individual textures from the array before and just crop the glyph that I need from the texture atlas when I need to render, and here is the result of that:
I don’t know if you can see it properly but the second picture has lower quality glyphs, and I don’t know why that is and if anyone has a better way to cache please tell.