   So is SDL_TTF pretty inflexable?
  I'm mostly just making sure that I'm not missing some incredibly simple way around this, and maybe all text rendering libs are like this and I just don't know it.  But mostly I'm wondering if there is a better way to handle a game in which I have multiple fonts, multiple sizes of those fonts, and multiple colors in use more or less constantly than to maintain an TTF_Font object for each and every combination thereof?  I mean, as far as I can tell, I need to know the size and color of the text I want rendered at the time during which I load the font from file.  So unless I want to be loading from the file all the time (which I don't), I am kind of stuck with having to maintain a ton of font files.I mean, its ok if this is the case, I just want to make sure I'm not completely missing something.  Assuming I'm not I'll probably come up with some variety of storage scheme to keep track of them all!  lolThanks!   
  The colour is variable, being an parameter to the various TTF_RenderText_*() routines. The size is not as flexible. You could stick to one size and just scale the SDL_Surfaces you create (using something like the rotozoom library from SDL_gfx) but that will probably involve a loss in quality.In general though you aren't going to be dealing with more than a handful of font/size combinations at once.   