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Nehe Lesson 13

Started by January 25, 2002 12:22 AM
4 comments, last by FERNANDO-BRASIL 23 years, 1 month ago
Hi People, I triyed to run the code of Nehe Lesson 13 (Bitmap Fonts) and I got a problem. Everything worked fine until I Put a Image on the Screen.... The Text disapeared! To tell the truth, the text is always there (i think), but I can''t see it because it''s the same color of the BACKGROUND. So, my question is: Why the Image change the color of my text? And how I could solve this problem? I don''t know what to do... I tryed to change the color with glColor3f, etc but the text always stay with the stronggest color of the image. That''s all! thanks a lot guys!!!
Greetings

I had the same problem -> see my post fonts & textures for details.
You can find it here:

http://www.gamedev.net/community/forums/topic.asp?topic_id=76257

But I think you have to disable texture mapping, print the text you want and then enable it again.

Edited by - Spooky on January 25, 2002 3:36:19 AM
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Hello Spooky

Fernando: you could go to the link that Spooky posted. There's a *bit* of a discussion about this lesson.

Also, just try the thing below.

you say that setting glColor3f does not change solve the problem. IMO, you have to call glColor3f BEFORE glRasterPos, eg :

...
glColor3f( /*the color of the text*/ );
glRasterPos2i( /*the position of the text*/ );

glPrint( /*the text!*/ );
...

That's the way to go.
If you're doing like that :

...
glRasterPos2i( /*the position of the text*/ );
glColor3f( /*the color of the text*/ );

glPrint( /*the text!*/ );
...

Then there's a problem.


Edited by - vincoof on January 25, 2002 4:28:47 AM
i know that problem, too.
just type

glDisable(GL_TEXTURES_2D);

before and

glEnable(GL_TEXTURES_2D);

after the code that puts your font to the screen. (including its color-setting and glRasterPos2f)
if you read the former replies to your post and take care of their suggestions as well, everything should be working fine...

Thanks a lot Guys!!!! My code is running now!

How you said, I had to put glDisable(GL_TEXTURE_2D) before the printing code. Instead of this, the text I''ll put on the screen would be mapped with the current TEXTURE!!!!

:-)
I also had a similar problem. You guys hit it right on the head. Thanks.
After my exam I said, "GG Professor".

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