int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
for(int iRow = 0; iRow < 15; iRow++)
{
for(int iColumn = 0; iColumn < 15; iColumn++)
{
glLoadIdentity();
glTranslatef((float)(iRow * 32 + 16), (float)(iColumn * 32 + 16), 0.0f); // Move To The Right Of Our Title Text
glBindTexture(GL_TEXTURE_2D, texture[iMap[iRow][iColumn]]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2d(-16, 16);
glTexCoord2f(1.0f, 0.0f); glVertex2d( 16, 16);
glTexCoord2f(1.0f, 1.0f); glVertex2d( 16,-16);
glTexCoord2f(0.0f, 1.0f); glVertex2d(-16,-16);
glEnd();
}
// Draw The Player
glLoadIdentity();
glTranslatef((float)gPlayer.iFineX + 16, (float)gPlayer.iFineY + 16, 0.0f);
glBegin(GL_QUADS);
glVertex2d(-16, 16);
glVertex2d( 16, 16);
glVertex2d( 16,-16);
glVertex2d(-16,-16);
glEnd();
glEnd();
}
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(0.0f, 0.0f,0.0f); // Move One Unit Into The Screen
// Pulsing Colors Based On Text Position
glColor3f(255.0f, 255.0f, 255.0f);
// Position The Text On The Screen
glRasterPos2f(496.0f, 64.0f);
glPrint("Active OpenGL Text With NeHe"); // Print GL Text To The Screen
return TRUE; // Keep Going
}
Textures = No More Colours?
Hey all,
I'm trying to write a font in the colour white, but when I draw it, it turns out this nearly black colour. I'm just wondering if maybe some texture stuff is interfering?
Heres my drawing function:
Anyone see any problems in there, which would be screwing up the glColor3f for the text?
The font and everything else works, its just not in the right colour. I'm also using an Ortho view.
Thanks guys.
[edited by - GroZZleR on January 10, 2003 1:57:03 PM]
You could easily test if textures are the problem by disabling them before the print, and enabling them after.
This topic is closed to new replies.
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