You could always include the font chars with your texture atlas and print a bitmap font instead would mean you have all the scaling but the downside it will use more of your texture atlas space.
// .----------------------------------------------------------------------.
// | |
// | Bitmap Print Routine |
// | |
// '----------------------------------------------------------------------'
FUNCTION GE_PrintBMP: text$, textx, texty, textangle, textsx#, textsy#, Centre = FALSE
LOCAL str_length
LOCAL pchar
text$ = UCASE$(text$) // Remove with a full font!
str_length = LEN(text$)
// Centralise Text
IF Centre = TRUE
textx = ((GE_TargetScrX - (str_length * TileWidth% * textsx#))/2) - ((TileWidth% * textsx#)/2)
ENDIF
FOR scr_print = 0 TO (str_length - 1)
pchar = ASC(MID$(text$,scr_print,1))
PolyZoom ((pchar-32), textx + ((scr_print * TileWidth%) * textsx#), texty, textsx#, textsy#)
NEXT
ENDFUNCTION