| I'm working on a game that uses procedurally generated graphics in OpenGL so that it scales easily and seemlessly to any graphics resolution. As such, I'd like text that I draw on the screen to also be scalable to any resolution without any noticable quality drop. 
 One way I know of that would be to create a really high resolution image of all the characters I wish to use and then in code "chop up the image into smaller bits" and render those to quads. Though this method relies on a giant image for the quality.
 
 Is there anyway to actually to render a font in a GLGraphics window that isn't using a giant image I created? I've done some research and read up on some commands such as glBitmap() and glCallLists(), but have no clue how to go about using them in a BlitzMax environment.
 
 
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