BMFont rendering with MonoGame

In this tutorial I will show you how to create a simple bitmap font renderer with MonoGame. You can use this technique in place of generating XNA SpriteFont's and thus avoiding the XNA content pipeline altogether, if you want.

BMFont rendering

The process is fairly easy and most of the code required already exists if you use the C# XML serializer for font loading by DeadlyDan linked from the website. First you must manually generate a bitmap font texture using the Bitmap Font Generator tool at then write a simple text renderer for MonoGame.

Step 1: Generate the texture and font file using BMFont

If you haven’t already done so, download and install the BMFont tool. When you start the tool you’ll be presented with a screen that looks like this:

BMFont rendering

Setup your Font options, they can be found in the Font Settings dialog from the options menu. You can choose whatever you settings you prefer here. Next, you need to select the characters you want to generate. Typically this will include all of the top half of the character set as shown in the screenshot.

Change the output format to XML in the Export Options dialog. This is important because we are going to be using the XML serializer to load our font. While your in the Export Options dialog you might also want you change your texture format, I prefer png. To keep things simple, I also like to make sure my font is going to fit on one texture. You might need to play around with the texture width and height a little to get something you’re comfortable with.

Output your font file and texture using the Save bitmap font as option.. You should end up with a .fnt file containing some XML and an image with the same name followed by _0. The font generator tightly packs the glyphs into the texture atlas to minimize the texture size.

Step 2: Add the BmFont XML Serializer code to your project

You can find the BmFont Serializer code on pastebin. It makes me feel a little uncomfortable that the code doesn’t live in a proper code repository, but I’ll keep a copy of it on my server in case it ever disappears.

The code consists of a handful of classes used for serialization including:


For the most part, you won’t need to change the code at all. If you’re like most programmers you’ll probably fiddle with it a little and change the namespaces to your liking. I used the refactoring tools in MonoDevelop to split each class into it’s own file.

At the most basic level, loading a font file is easy. If you’ve put your font file and texture in the Content folder you can use the following code on Windows.

var fontFilePath = Path.Combine(Content.RootDirectory, "CourierNew32.fnt");
var fontFile = FontLoader.Load(fontFilePath);
var fontTexture = Content.Load<Texture2D>("CourierNew32_0.png");
But this won’t work when your using MonoGame to deploy to other platforms like Android or iOS. The solution is to modify or create a new FontLoader.Load method that takes a Stream instead of a file path like this:

public static FontFile Load(Stream stream)
        XmlSerializer deserializer = new XmlSerializer(typeof(FontFile));
        FontFile file = (FontFile) deserializer.Deserialize(stream);
        return file;

Now the code to load the font can use a TitleContainer.OpenStream method to load the file in a more generic way. MonoGame supports loading files on any platform using the same path through the content manager or the TitleContainer.

var fontFilePath = Path.Combine(Content.RootDirectory, "CourierNew32.fnt");
using(var stream = TitleContainer.OpenStream(fontFilePath))
    var fontFile = FontLoader.Load(stream);
    var fontTexture = Content.Load<Texture2D>("CourierNew32_0.png");
    // textRenderer initialization will go here

Step 3: Implementing a basic text renderer

At this stage you probably just want to get some text on the screen as fast as possible. Fortunately, a basic text renderer isn’t hard to implement. Here’s one I prepared earlier:

public class FontRenderer
        public FontRenderer (FontFile fontFile, Texture2D fontTexture)
                _fontFile = fontFile;
                _texture = fontTexture;
                _characterMap = new Dictionary<char, FontChar>();

                foreach(var fontCharacter in _fontFile.Chars)
                        char c = (char)fontCharacter.ID;
                        _characterMap.Add(c, fontCharacter);

        private Dictionary<char, FontChar> _characterMap;
        private FontFile _fontFile;
        private Texture2D _texture;
        public void DrawText(SpriteBatch spriteBatch, int x, int y, string text)
                int dx = x;
                int dy = y;
                foreach(char c in text)
                        FontChar fc;
                        if(_characterMap.TryGetValue(c, out fc))
                                var sourceRectangle = new Rectangle(fc.X, fc.Y, fc.Width, fc.Height);
                                var position = new Vector2(dx + fc.XOffset, dy + fc.YOffset);

                                spriteBatch.Draw(_texture, position, sourceRectangle, Color.White);
                                dx += fc.XAdvance;

The FontRenderer class takes a FontFile from the BMFont loader and a MonoGame/XNA Texture2D as input. It creates a dictionary mapping for each character in the font for fast lookup during rendering. The DrawText method takes a MonoGame/XNA SpriteBatch, a postion and string to render. It loops through each character in the string and looks up the info for each character. It creates a source rectangle on the texture to find the appropriate glyph and offsets the character position because of the tight texture packing. The font also specifies how many pixels to advance the cursor for each character.

You can create a new instance of the FontRenderer in your LoadContent method.

_fontRenderer = new FontRenderer(fontFile, fontTexture);

And call the DrawText method from your main Draw method.

_fontRenderer.DrawText(_spriteBatch, 50, 50, "Hello World!");

This implementation is not very sophisticated, it doesn’t take into account any kerning, multiple lines or word wrapping. However, all of these features can be implemented from the data loaded from the BMFont XML file.