title: The correct way to draw text in OpenGL ES 2
body: <p>I am using PowerVR OpenGL ES 2 SDK to develop my game on Windows with C++ then I can port it to android or iphone. </p>
  
  <p>Everything look alright but I'm now stuck with text rendering. I can't found any detailed tutorial about rendering text (using TTF or Bitmap font) in OpenGL ES 2.0 by using C++.
  I found many topic talk about rendering text on android or iphone by using java or objective-c (with a textview, surfaceview or some blah blah things) but I don't think that's what I need. I need a "cross-platform solution". (or may be I am wrong at this point?)</p>
  
  <p>After a little research, I have the solution in my mind:</p>
  
  <p><strong>Load and bind bitmap font texture</strong> -> <strong>Parse text and generate and bind vertices array, mapping texture with uv array,...</strong> -> <strong>Render it to screen</strong></p>
  
  <p>I'm not tested yet but I think it's a problem when using my solution: When I want to change text (for example: I am making a user score, or a timer on screen) I must re-bind the vertices array and uv array, it's not a good idea, right?</p>
  
  <p>Is there any better way/right way to draw bitmap font on screen with OpenGL ES 2?</p>