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One thing I haven't been able to figure out from looking at the example renderers -- what's the expectation of size, and the relation between the "realsize" calculated during LoadFont and the actual size the text should be rendered? Is the best solution to build a texture atlas at a fairly large size and scale down as needed? Or should the realsize get updated at render time based on the Scale()?
It seems like all the renderers have a slightly different set of logic they apply, so it's not clear to me how best to integrate with my existing texture atlas text rendering. Thanks for any help!