// move one unit into the screen
glTranslatef(0.0f, 0.0f, -1.0f);
glColor3f(1.0f, 1.0f, 1.0f);
glRasterPos2f(-0.35f, 0.0f);
glColor3ub(255,255,255);
glPushAttrib(GL_LIST_BIT);
glListBase(m_uFontStart - 32);
glCallLists(strlen(str), GL_UNSIGNED_BYTE, str);
glPopAttrib();
And how can i get it to work with ortho mode ??
*yes, it does work without orthomode*
othomode and 2d text ?
Does anyone know why my drawing code does not work with
ortho mode ?
Post the code you use to setup an orthographic projection. I suspect the problem will be the glTranslatef line. Try taking it out.
Enigma
Enigma
//from CoMaNdore int vPort[4]; glGetIntegerv(GL_VIEWPORT, vPort); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, vPort[2], vPort[3], 0, -1, 1); // CoM glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity();
As I thought, everything is being culled by the near clip plane. Your orthographic projection specifies a near clip plane of -1 and a far clip plane of 1. You translate by -1 on z, bringing your polygons right onto the near clip plane.
EDIT: also, you're going to quickly overflow your matrix stacks unless you pop those matrices you push.
Enigma.
[edited by - Enigma on February 8, 2004 11:52:33 AM]
EDIT: also, you're going to quickly overflow your matrix stacks unless you pop those matrices you push.
Enigma.
[edited by - Enigma on February 8, 2004 11:52:33 AM]
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