# problem with outline text

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I encountered some problems with outline text. The problem is: before i display the outline text everything is rendered ok ( i am loading my model from 3ds file). after i display my outlined text the objects in the model are rendered backwords ( it looks like problem with glCullFace()) but i tried to force the correct CullFace before i rendered. i havent got a clue where is my problem i have pictires to deminstrate the problem. before displaying outline font: before.jpg after displaying outlined font: After.jpg 10x in advance Avishay

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Your right, this does look like a glCullFace problem. Can you post the render code for your outline text?

Cheers,
- llvllatrix

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well here it is

The first method builds the font and the display lists
and the second one render the text on the screen.

void Text::BuildOutlineFont(void){	HFONT	font;										// Windows Font ID	baseOutline = glGenLists(256);								// Storage For 256 Characters	font = CreateFont(	-12,							// Height Of Font						0,								// Width Of Font						0,								// Angle Of Escapement						0,								// Orientation Angle						FW_BOLD,						// Font Weight						FALSE,							// Italic						FALSE,							// Underline						FALSE,							// Strikeout						ANSI_CHARSET,					// Character Set Identifier						OUT_TT_PRECIS,					// Output Precision						CLIP_DEFAULT_PRECIS,			// Clipping Precision						ANTIALIASED_QUALITY,			// Output Quality						FF_DONTCARE|DEFAULT_PITCH,		// Family And Pitch						"Comic Sans MS");				// Font Name	SelectObject(hDC, font);							// Selects The Font We Created	wglUseFontOutlines(	hDC,							// Select The Current DC						0,								// Starting Character						255,							// Number Of Display Lists To Build						baseOutline,					// Starting Display Lists						0.0f,							// Deviation From The True Outlines						0.2f,							// Font Thickness In The Z Direction						WGL_FONT_POLYGONS,				// Use Polygons, Not Lines						gmf);							// Address Of Buffer To Recieve Data}void Text::showOutLineText(Point3D &p,Color &color,string &text){	if(!(initMode & INIT_OUTLINE_FONT))	{		if(hDC==NULL)		{			throw Exception("Could Not Show Text hDC is NULL");		}		BuildOutlineFont();        initMode = initMode | INIT_OUTLINE_FONT;	}	glDisable(GL_TEXTURE_2D);    glColor3f(color[0],color[1],color[2]);	glMatrixMode(GL_MODELVIEW);	glPushMatrix();	glTranslatef(p.getX(),p.getY(),p.getZ());	glPushAttrib(GL_LIST_BIT);									// Pushes The Display List Bits	glListBase(baseOutline);									// Sets The Base Character to 0	glCallLists(text.length(), GL_UNSIGNED_BYTE, text.data());	// Draws The Display List Text	glPopAttrib();												// Pops The Display List Bits	glPopMatrix();	glEnable(GL_TEXTURE_2D);}

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hmm...nothing too obvious. Can you query the state of the cull face property before and after the calls to these functions?

Cheers,
- llvllatrix

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i tried this insted i think it has the same effect ... but no luck

uses the methods above to show each option in the menu.

	if(inMenu)	{		menu.showMenu();	}	else	{                glCullFace(GL_CW);		cam.Render();		world.draw();        }

and the CullFace is the same as in the init... agian no luck.. but i will try any way to trace a change in the cull face.

other ideas ?

10x

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set glfrontface(GL_CCW) right after rendering your font - Crappy windows bug.

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Thanks alot it worked
maybe it will be good if you put it in the tutorial of Out Line font.

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