I want to get the pixels (or other data) for any character of the available fonts and copy/build them into a D3D texture so I could make some cache of text rendering by mapping only the character coords in the d3d texture and other stuff I need to solve (and using ID3DXFont is not an option).
How is this normally achieved? Should I render the GDI font to a GDI bitmap and then copy the opaque bits from the bitmap?
I thought about GDI because I can use the fonts installed in the system that way, but I would also like to know which formats should I consider for storing my own fonts and how these formats work.