4.2 Font Texture Atlas

4.3 Rendering Pipeline

1. Begin PVR2 scene (pvr_scene_begin)
2. Set up polygon headers for text rendering:
   - List type: PVR_LIST_TR_POLY (translucent for alpha)
   - Texturing: Enabled
   - Filtering: PVR_FILTER_BILINEAR
   - Blending: PVR_BLEND_SRCALPHA / PVR_BLEND_INVSRCALPHA
3. For each character to render:
   a. Calculate screen position
   b. Look up glyph in font atlas
   c. Submit quad with texture coordinates
4. Render cursor (if visible)
5. End PVR2 scene (pvr_scene_finish)