@tgfrerer’s web content discusses a technique for texture-less rendering of debug text using GLSL shaders, focusing on drawing all text in a single draw call. By storing font atlas data directly inside the fragment shader and using multiple bytes to draw glyphs, a lot of memory and complexity are saved. The method involves packing font data from a PSF1 terminal font, setting up per-instance data with position offsets and text to render, and drawing quads based on UV coordinates and font bitmaps. This innovative approach streamlines the text drawing process, providing a simple yet effective solution for quick debugging.
https://poniesandlight.co.uk/reflect/debug_print_text/