void Render()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(0, 0, 2, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glDisable(GL_TEXTURE_2D);
glColor3f(1.0f,1.0f,0.0f);
PrintOutlineString(FontBase, "This is merely a test. Disregard.");
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0,viewX,0,viewY,0,1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,MouseTexture);
glBegin(GL_QUADS);
glColor3f(1.0,0.0,0.0);
glTexCoord2f(0,0);
glVertex2f(mouseX,mouseY);
glTexCoord2f(1,0);
glVertex2f(mouseX+CURSORSIZE,mouseY);
glTexCoord2f(1,1);
glVertex2f(mouseX+CURSORSIZE,mouseY+CURSORSIZE);
glTexCoord2f(0,1);
glVertex2f(mouseX,mouseY+CURSORSIZE);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glFlush();
SwapBuffers(g_HDC);
}
Any help would be greatly appreciated!
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Love conquers all....except CANCER
Ortho view...
Alright, I''ve looked through the gametutorials.com and NeHe tutorials, but haven''t been able to see what I''ve done wrong. I''ve got some text being displayed (it''s an outline font), and then a cursor for my mouse being displayed in Ortho mode. Once I "activate" ortho mode, though, the cursor fails to show up. However, if I comment out the function call that prints the font, the cursor shows up just fine!! It''s starting to bug me, here''s some code:
I think it has something to do with my PrintOutlineString function...could the fact that it''s calling a display list change it''s ability to render in ortho?
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Love conquers all....except CANCER
void PrintOutlineString(unsigned int base, char * str){ float length = 0; int idx; glPushAttrib(GL_LIST_BIT); glListBase(base); glCallLists(strlen(str), GL_UNSIGNED_BYTE, str); glPopAttrib();}
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Love conquers all....except CANCER
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