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JClayton

Rendering Pipeline Error

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I am working on the rendering code for our engine and I am having problems with rastering non-geometric objects such as bitmpas and fonts. The pipeline code is as follows:
glLoadIdentity();	
  
  glPushMatrix();
    
    // position the camera

    gluLookAt(wnd->GetCamera()->m_position.x, wnd->GetCamera()->m_position.y,  
        wnd->GetCamera()->m_position.z,	wnd->GetCamera()->m_view.x,	  
        wnd->GetCamera()->m_view.y, wnd->GetCamera()->m_view.z,	wnd->GetCamera()->m_up.x, 
        wnd->GetCamera()->m_up.y, wnd->GetCamera()->m_up.z);
  	
  	wnd->DrawGrid();
  	
  	glPushMatrix();
  	 // move to the center of the camera view 

     glTranslatef(wnd->GetCamera()->m_view.x, 0, wnd->GetCamera()->m_view.z);
     auxSolidSphere(0.5);
    glPopMatrix();
  	
  glPopMatrix();
  
  // Prepare to draw 2D

  RECT window;
  GetClientRect(wnd->GetHWND(), &window);
  glMatrixMode(GL_PROJECTION);
  
  glPushMatrix();
    glLoadIdentity();
    
    glOrtho(0, window.right, window.bottom, 0, 0.1f, 2);
    glMatrixMode(GL_MODELVIEW);	
    
    wnd->GetParentGUI()->Draw(); 
    
    glMatrixMode(GL_PROJECTION);
  glPopMatrix();
  
  glMatrixMode(GL_MODELVIEW);	
  
  glFlush();
	
	float secs = wnd->GetTimer().GetElapsedSeconds();
  
  // bring back buffer to the foreground

  SwapBuffers(wnd->GetHDC());
When I attempt to add a segment of code that, for example, draws a cursor within the ortho portion of the pipeline... it fails to draw to the screen.
glPushMatrix();
    glLoadIdentity();
    
    glOrtho(0, window.right, window.bottom, 0, 0.1f, 2);
    glMatrixMode(GL_MODELVIEW);	
    
    wnd->GetParentGUI()->Draw(); 
    
    glRasterPos2f(100, 100);
    glDrawPixels(g_cursor.width, g_cursor.height, GL_RGB, GL_UNSIGNED_BYTE, g_cursor.data);
    
    glMatrixMode(GL_PROJECTION);
  glPopMatrix();
I have tested various z-depths (all of which are within the fustrum), as well as multiple x , y positions and also rastering with glRasterPos3f() but none seem to work...

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The rasterpos is transformed by the current modelview matrix, so you should set modelview to identity if you want the rasterpos to be given in eye space.

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