EDIT:: i never thanked you for the knowledge, thank you!
Humm... a efficient way would be to have a sf::Texture intro which i want to draw text on, then from there i use sf::VertexArray to get texture coordinates to draw it. Efficiently have one draw call.
Issues: Managing the sf::Texture size, and content.
Question: Is it possible to clear area of render texture with RGB(0,0,0,0) ? because i want to reuse its position for new text that will be drawn
Figured out.
Also doing "sf::Texture::getMaximumSize()" returned 16384, is that pixel amount? 1D max size?
I googled, its per dimension if somebody wonders...