the problem is when i render the fixed ogltexture it still looks like a solid rendered text.
so hers my code:
surfaceFixed = SDL_CreateRGBSurface(SDL_SWSURFACE | SDL_SRCALPHA, surface->w, surface->h, 32
, R_Mask, G_Mask, B_Mask, A_Mask);
saved_flags = surface->flags&(SDL_SRCALPHA|SDL_RLEACCELOK);
saved_alpha = surface->format->alpha;
if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA )
{
SDL_SetAlpha(surface, 0, 0);
}
SDL_BlitSurface(surface, NULL, surfaceFixed, NULL);
if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA )
{
SDL_SetAlpha(surfaceFixed, saved_flags, saved_alpha);
}
text = TTF_RenderText_Blended(ButtonsFont, buttonText, textColor);
rect.x = (w / 2) - (text->w / 2);
rect.y = (h / 2 + 1) - (text->h / 2);
SDL_BlitSurface(text, 0, surfaceFixed, &rect);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glGenTextures( 1, &OGL_Texture );
glBindTexture( GL_TEXTURE_2D, OGL_Texture );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D( GL_TEXTURE_2D, 0, numberOfColors, surface->w, surface->h, 0, textureFormat, GL_UNSIGNED_BYTE, surfaceFixed->pixels );