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glPrint issues

Started by September 08, 2003 12:02 AM
5 comments, last by sword003 21 years, 5 months ago
What sort of viewport do I need to set up to use the glPrint function in the tutorials? I''m making a game that involves looking all over the place, and the function doesn''t seem to work for that.
quote:
Original post by sword003
What sort of viewport do I need to set up to use the glPrint function in the tutorials? I''m making a game that involves looking all over the place, and the function doesn''t seem to work for that.


Erm.. "looking all over the place"? You mean perspective projection? To render traditional text onto the screen (as part of the HUD for instance), render everything in perspective mode, then go to ortho mode, render the text and then go back to perspectve mode. That is, if I understood your question correctly.
"Literally, it means that Bob is everything you can think of, but not dead; i.e., Bob is a purple-spotted, yellow-striped bumblebee/dragon/pterodactyl hybrid with a voracious addiction to Twix candy bars, but not dead."- kSquared
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Tried that, just realized that I didn''t reset the matrix... whoops. Time to try again...
If parts of the text disappear then turning off the depthtest when you write text is a way to solve it (maybe it''s even recommended).

Anyone knows if glPrint should work on Voodoo 3 cards? We''ve have some problems with it in fullscreen mode.
quote:
Original post by __fold
If parts of the text disappear then turning off the depthtest when you write text is a way to solve it (maybe it''s even recommended).

Anyone knows if glPrint should work on Voodoo 3 cards? We''ve have some problems with it in fullscreen mode.


Do you mean the Bitmap fonts? I recommend Texture Fonts, they should run on every card (which supports texturing ) and they are faster then bitmap fonts..
PM Times change... Excuse my poor english!
PM: Yes, I mean bitmap-fonts. I belive that the glPrint-lesson used them. Displaying fonts with textures is little more work, I guess we were a bit lazy when we did it
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All right, new question for you guys. My text refuses to acknowledge that it has a color. I call glColor3f() and set it to some color (I''ve tried many combinations), and then directly after that call the glPrintf() function from the Outline Fonts tutorial verbatim. I''ve enabled lighting, and enabled LIGHT0, but it still turns out pitch black. I''ve also enabled material coloring, and my other objects turn out with color if I try to give them some. I''m drawing other objects on the screen after I draw the text, but I''m drawing the text first. Any ideas?

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