SpriteFontPlus

There’s obvious issue with such approach: maximum texture size is constrained by the hardware capabilities. Thus overflow exception will be thrown eventually. I want to avoid that.

It is worth to mention that while I’ve used small texture size(256x256) in the above animated gif to demonstrate the new feature. In reality a user can specify any texture size when creating the DynamicSpriteFont(i.e. 2048x2048).

Moreover there’s a special event(CurrentTextureFull) that is fired when the texture is full. A user might use it to reset the DynamicSpriteFont thus keeping it with only one texture(though glyphs would have to be rendered again).