phoboslab/Ejecta — pull request #8 by Tharit (2012-09-28 10:55:40+00:00)
Title: Text rendering with retina resolutions

The new text rendering implementation does not handle retina resolutions.
To fix this, I've added a contentScale property to the CanvasContext class that get's used when generating / rendering the textures.

Regarding the text rendering in general and your comment about probably caching generated textures:
I think a better approach would be to generate a texture atlas for each font and cache those atlases.
Text drawing would then require one quad per character, but that should be negligible compared to the performance gained from not generating the textures.
If you are not already working on this, I'd give it a shot and provide a patch :)