   Core profile font rendering libs?
  The software rasterization of FTGL (which uses FreeType) gives very good quality font rendering, but the problem is that it uses glDrawPixels/glBitmap for that rendering mode, and immediate mode for outline/extrusion (and the texture mode draws quads immediate mode).  On the other hand, I don't see any alternatives that are compatible with a core profile OpenGL 3.x context, and still support the things necessary for decent text, such as kerning (without which text looks like shit) and metrics.  So any options?   
  I'm a little rusty when it comes to knowing what is and isn't part of OpenGL 3 these days, but couldn't you just use a dynamic VBO and use a function to modify the vertices and texture coordinates appropriately? I wrote my own ages ago that used vertex arrays, and while it wasn't the prettiest thing in the world (I made the textures myself), it worked quite well... Of course if you wanted it to look really pretty, you'd probably have to use specific texture coordinates for specific letters in a specific texture (so you don't end up with large spaces in between), but even that's not impossible...   ;  Couldn't you access those pixels that it has and render them yourself with VBOs, shaders, textures?   ;  I'm considering modifying FTGL.  It has six rendering modes, but I can only modify the ones I'm actually using.  So skipping the geometry-generating modes for now, I'm looking at the direct and texture based ones.When a string is rendered, this is an individual glyph's rendering when pixmap rasterized fonts are used:dx = floor(pen.Xf() + pos.Xf());dy = floor(pen.Yf() - pos.Yf());glBitmap(0, 0, 0.0f, 0.0f, dx, dy, (const GLubyte*)0);glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);glPixelStorei(GL_UNPACK_ALIGNMENT, 2);glDrawPixels(destWidth, destHeight, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (const GLvoid*)data);glBitmap(0, 0, 0.0f, 0.0f, -dx, -dy, (const GLubyte*)0);Looks like glBitmap is used to set the raster position (null data argument) and glDrawPixels is the actual drawing call.Seems to me what I would need to do is use glTexSubimage2D and then render a texture with 1:1 texel to screen pixel correspondence to get the identical look (no hardware filtering which would blur the font unacceptably).  Or is there a better way...   