I don't want to doubt, but that doesn't sound right.

I'm using C# and I looked at the method signature for TextureFont_GetFontData before posting my last question... It looks like:
void TVScreen2DText.TextureFont_GetFontData(int iFontID, ref int retNumChars, TV_TEXTUREFONT_CHAR[] pCharArray)
That seems to give me the number of characters represented by the font class, but not the array of what characters there actually are. Obviously, the engine has a "default" list, which it uses when you call TextureFont_CreateFont. That seems like it should be what I plug in. But I don't know where to find it... I didn't see any methods in TVScreen2DText that return an array of TV_TEXTUREFONT_CHAR structs.
Sorry to be dense, but I'm clearly missing something here.