Strategy for drawing text

Hi

A little bit of background to the question, I have something already which I use to draw text on to the screen. I first generate a bitmap from a ttf font file then I use this bitmap to texture a set of quads to draw strings of text on the screen. This works fine and I have no issues with this, the question is more around how to design things if you want to have something like a text editor where the text changes in length and that length can be unknown to begin with.

The current strategy uses a VBO, but if I have a VBO built for text of size 10 and then I need it to be 11 I have to create a new ByteBuffer of data which can hold 11 bits of data rather than 10. I could of course make a very large buffer to begin with but this has issues itself.

So my question is, what coding strategy could I use to make a text editor, that reduces the need to create new buffers all the time but maximises the easiness of adding new text to an existing string.