Fonts consist of fontname.fnt fontname.png and you load fonts by just specifying the "path/fontname" part. The .png is an 8-bit greyscale image, used for alpha-blending the text. (DXTC allows 0.5 bytes/pixel at best, which isn't much better than PNG's 1 byte/pixel, and DXTC's lossiness is almost noticeable, so we stick with lossless formats.) Or it's a 32-bit RGBA image, to allow more complex text styles. The .fnt file is something like: 101 512 256 a 3 16 12 32 0 0 10 10 12 33 10 0 6 10 7 3300 16 0 6 10 7 First line = version number of file, for slightly better error detection if people leave old ones hanging around. Second line = size of texture (width/height). Third line = texture format: "a" or "rgba". Fourth line = number of glyphs in the font. Fifth line = line spacing (pixels between each baseline) Sixth line = text 'height' (height of the "I" glyph, possibly manually adjusted so that vertical centering works) Each subsequent line is 0 <= Code point < 2^16. x, y, width, height are in pixels on the texture. x/y offset are the position of the texture relative to the glyph's origin. advance is the number of pixels to move along for the next character.