In Andrew's comment on my other question, he noted that it was possible to render text to a Texture2D using the Windows API, instead of drawing the text directly with a SpriteBatch. How is this done? I'm guessing there's an intermediate step before writing the image data to a Texture2D.
I'm asking because this would allow me to render Unicode characters on-the-fly, instead of needing to pre-render all the needed glyphs using a SpriteFont (too many glyphs in Korean and Japanese to make this route infeasible, sadly). Thanks!