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Bitmap Fonts (Tut 13), Only solid rectangles?!

Started by October 12, 2002 09:18 AM
3 comments, last by Lyve 22 years, 4 months ago
Hello people, currently I''m working with bitmap fonts (Tutorial 13) with windows and do have the following problem: On a powerVR Kyro 2 graphics card, my caracters are displayed as solid rectangles only. the font works on NVidia graphics chips. Any ideas? Lyve http://nils-music.tk
_____________________________________http://www.winmaze.de, a 3D shoot em up in OpenGL, nice graphics, multiplayer, chat rooms, a nice community, worth visiting! ;)http://www.spheretris.tk, an upcoming Tetrisphere clone for windows, a 3D tetris game on a sphere with powerful graphics for Geforce FX and similar graphics cards.
I think your card doesn''t support openGL.
try to install some new drivers.

celic
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quote:
Original post by celic
I think your card doesn''t support openGL.
try to install some new drivers.




openGL is supported, I also do have a good framerate, even in complex worlds with filtered textures etc. GL_VENDOR etc report the correct driver. I already tried the newest drivers, no solution. :-/


http://nils-music.tk
_____________________________________http://www.winmaze.de, a 3D shoot em up in OpenGL, nice graphics, multiplayer, chat rooms, a nice community, worth visiting! ;)http://www.spheretris.tk, an upcoming Tetrisphere clone for windows, a 3D tetris game on a sphere with powerful graphics for Geforce FX and similar graphics cards.
I think that PowerVR has a different rendering pipeline than other cards, this might be it. There have been some issues with it and opengl, there has been a post here about that. Anyone can help more?
GraphicsWare|RenderTechhttp://www.graphicsware.com3D Graphics & Solutions
Yes, the PowerVR architecture is not a conventional one. They implement Hidden Surface Removal (culling on crack!) in hardware.

Your problem may be in using glEnable(GL_DEPTH_TEST). Try disabling depth testing and see how it comes out. IIRC, the Kyro also does alot of its tile sorting (they use a tilebuffer instead of a conventional framebuffer) with display lists..

Notice in the tutorial that glEnable(GL_DEPTH_TEST) is called just before building the font display list. The problem may also be in glDepthFunc(). Perhaps try to use a different type?

I wish I still had my Kyro 2 so I could be of more help.

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