> I have thus committed a new algorithm for Mac GL text drawing:
> 1) Allocate a pile of pre-computed textures of default size 100.
> 2) To draw a text string do
>    - if the corresponding texture is in the pile, map it to 
> the GL scene
>    - if not, pre-compute the corresponding texture and map it
>       + if the pile is not full, put the texture in the pile
>       + if not, remove the most ancient pile element, and put
>         the new texture in the pile.

Might get smaller bitmaps by using fl_text_extents() rather than
fl_measure().

In general, fl_measure() returns a larger bounding box as it takes
account of the typical height of the font, whereas fl_text_extents()
computes the smallest bounding box that will enclose the actual
"printed" part of the text...

Might be worth a shot - though perhaps fl_measure() is what you want in
this case?


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