I've been searching and testing around with new ways to render text with OpenGL, loading the its textures with SDL, but every technic I test it seems to be expensive and slow.
Thinking about it I realized that maybe the best way to implement it is by loading a texture with every character needed (just like a spritesheet), getting the relevant data about it (width, height, advance, line skip...) and when rendering it (basically we would do it after all the other rendering on the scene), we would need only one glBindTexture() to print every string needed on the screen.
I'm assuming here that the expensive part of it is the texture creation and binding, correct? Every code tested by me seem to use separated texture to each glyph, or each string.
How do you guys render text? Is it a good way to render it? If so, is there any lib that already does it?