   ID3DXFont and transformations (d3d9 and d3d10 solutions needed)
  I want to render font in a way that takes account of the current transforms and similar settings, especially the projection transform and viewport.I'm thinking that the best way to do that is to have an off screen surface to render the text to, and then render that surface where I really want the text.-Is this the best way to go about it?-Are there far better free font renderers around that id be better off spending my time with that allow such things?-How big should I make the surface, should I just make something really big eg say 2048*2048, or take the extra step of calculating (with DT_CALRECT) the needed size and using (or creating if one doesnt already exit) the smallest surface possible.-What would the best surface format be? I assume it needs to be one with an alpha channel, but would a floating point, 32bit integer or the same as the backbuffer be best in general?   