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Blending ate my fonts!

Started by June 11, 2004 02:32 PM
4 comments, last by Silex 20 years, 5 months ago
I was using bitmap fonts to display FPS, and that was working fine until I tried to render a blended texture to the screen. The blended texture shows up fine, but the FPS vanished. Any ideas what could be going wrong? I use "glBlendFunc(GL_SRC_ALPHA,GL_ONE)" as the blending function and I render my star between "glEnable(GL_BLENDING)" and "glDisable(GL_BLENDING)." Thanks [edited by - Silex on June 11, 2004 5:17:33 PM]
Upon further testing, the fonts are still there, but they are turning out completely black despite a call to glColor3f right before I print them.

Ideas?
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Hmm, something similar happens to me. I cannot get bitmap fonts to display, and I do use blending. You could go with an alternative font engine (like FreeType) for now.


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Found the problem: bitmap fonts suck ass
Recommended solution: use texture mapped fonts
Lazy solution: disable textures before redering any bitmap fonts
ahhhhhhhhh.... this should solve my problem with fonts too, thanks silex
FYI that''s GL_BLEND not GL_BLENDING. Just in case someone reads this post and accidentally gets their brain tricked into using GL_BLENDING and start wondering why their program wont compile... ^_^.

(I''m assuming Silex used GL_BLEND in his proggy, ''cause well... GL_BLENDING isn''t even defined in my gl.h file, which would provent him from compiling successfully and stuff...)

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