GameOverlay.Net
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Text rendering performance
I originally switched to creating a new TextLayout
every time in the text rendering methods because their was a little bug (either in mine or SharpDX code) which let the renderer not draw or crash when using the DrawText method instead of the DrawTextLayout method.
I think this is no more an issue and can be changed if this provides better performance for text rendering.
Disclaimer: I assume that Direct2D just creates a TextLayout for you if you use the simpler methods.
Updates .?
@CorrM i don't have much time to do this 😞