noob question about Lesson 13
How can I change the text color using bitmap fonts? I already tried using something like:
glColor3f(1.0f,0.0f,0.0f);
glPrint("Something here...");
...but that doesn''t work It''s that the way it should work or I''m I doing something wrong? Please bear with me I''m a noob to OpenGL...
change the color on the bitmap.
glColor doesn''t work on textures.
glColor doesn''t work on textures.
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How do you mean it doesn''t work? Can you see any text at all, or is the colour just wrong?
I just downloaded lesson #13 and it changes colour fine, ie:
glColor3f(0,0,1); // blue text
glRasterPos2f(10,10); // position of text
glPrint(''Hello World.''); // draw the text
--
Cheers,
I just downloaded lesson #13 and it changes colour fine, ie:
glColor3f(0,0,1); // blue text
glRasterPos2f(10,10); // position of text
glPrint(''Hello World.''); // draw the text
--
Cheers,
--
Cheers,
Darren Clark
Cheers,
Darren Clark
I''m getting a very dark green and that''s it...Here''s the code that builds the font...
and here''s the glPrint function...
Can you see any errors? Should I change something?
GLvoid glBuildFont(int font_size){ HFONT font; HFONT oldfont; base = glGenLists(96); font = CreateFont( -(font_size), 0, 0, 0, FW_BOLD, FALSE, FALSE, FALSE, DEFAULT_CHARSET, OUT_TT_PRECIS, CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY, FF_DONTCARE|DEFAULT_PITCH, "Ms Sans Serif"); oldfont = (HFONT)SelectObject(hDC,font); wglUseFontBitmaps(hDC,32,96,base); SelectObject(hDC,oldfont); DeleteObject(font);}
and here''s the glPrint function...
GLvoid glPrint(float x,float y,const char *string,...){ char text[256]; va_list ap; if(string == NULL) return; glRasterPos2f(x,y); va_start(ap, string); vsprintf(text,string,ap); va_end(ap); glPushAttrib(GL_LIST_BIT); glListBase(base - 32); glCallLists(strlen(text),GL_UNSIGNED_BYTE,text); glPopAttrib();}
Can you see any errors? Should I change something?
i thought you said bitmap, well in that case add the
glColor3f(1.0f,0.0f,0.0f);
before glRasterPos2f(x,y);
and
glColor3f(1.0f,1.0f,1.0f); at the end of the function.
glColor3f(1.0f,0.0f,0.0f);
before glRasterPos2f(x,y);
and
glColor3f(1.0f,1.0f,1.0f); at the end of the function.
www.flashbang.se | www.thegeekstate.com | nehe.gamedev.net | glAux fix for lesson 6 | [twitter]thegeekstate[/twitter]
Yeah I forgot to mention I was disabling texturing, lighting and blending so it wouldn''t affect the text...if I don''t do this the text comes out transparent...I tried calling glColor like lc_overlord said but it doesn''t work either I also noticed that if I decide not to call glColor while drawing text it comes out in a normal green if I do call it, then the text becomes a very dark blu, please help...
It worked! What happened was I forgot to disable some stuff and that was messing the font. Anyway I have another question but it's sort of stupid and I don't want to make a new thread for it...When you create the fonts they use up display lists right? So how do I make sure that I don't overwrite the fonts when I'm using them to draw other stuff?
[edited by - JohnyB on July 22, 2003 12:02:06 AM]
[edited by - JohnyB on July 22, 2003 12:02:06 AM]
This topic is closed to new replies.
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