# OpenGL 3D Text

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Hello all, I have a quick question. Do I have to use the Microshaft framework in order to render 3D text? I tried using wgl as per the OpenGL Superbible and my text won't appear. Here are the functions I use to create a font and print to the screen

HDC	hDC=NULL;		//Private GDI Device Context
GLuint	base;	             //Base Display List For The Font Set
GLYPHMETRICSFLOAT gmf[256]; //Storage For Information About Our Outline Font Characters

GLvoid BuildFont(GLvoid)
{
HFONT	font;										//Windows Font ID

base = 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
base,							//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
}

GLvoid glPrint(const char *fmt, ...)
{
float		length=0;								//Used To Find The Length Of The Text
char		text[256];								//Holds Our String
va_list		ap;										//Pointer To List Of Arguments

if (fmt == NULL)									//If There's No Text
return;											//Do Nothing

va_start(ap, fmt);								    vsprintf(text, fmt, ap);
va_end(ap);

for (unsigned int loop=0;loop<(strlen(text));loop++)	//Loop To Find Text Length
{
length+=gmf[text[loop]].gmfCellIncX;			//Increase Length By Each Characters Width
}

glTranslatef(-length/2,0.0f,0.0f);					//Center Our Text On The Screen
glPushAttrib(GL_LIST_BIT);							//Pushes The Display List Bits
glListBase(base);									//Sets The Base Character to 0
glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);	//Draws The Display List Text
glPopAttrib();										//Pops The Display List Bits
}


In my RenderScene(), I use this:
      glPushMatrix();
glTranslatef(60.0f, 50.0f, 0.0f);
glColor3ub(0, 255, 0);
glPrint("OpenGL!");
glPopMatrix();


So, can someone please let me know whether or not I have to use Microshaft's window foundation? Thanks in advance

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