How to got about using these modes?
are you displaying the text AFTER the quad? is depth test disabled? is your color set to one that will make the text appear? is blending disabled?
Quote:Original post by anist
are you displaying the text AFTER the quad? is depth test disabled? is your color set to one that will make the text appear? is blending disabled?
Thanks for the reply. Yes to all and still no dice... :(
Try flipping your vertical coordinates in the Ortho call or specify a different face winding for the font rendering with glFrontFace( GL_CW ). If that font code came from a tutorial, it could be assuming your Ortho context is oriented with it's origin at the top left.
Quote:Original post by Schmedly
Try flipping your vertical coordinates in the Ortho call or specify a different face winding for the font rendering with glFrontFace( GL_CW ). If that font code came from a tutorial, it could be assuming your Ortho context is oriented with it's origin at the top left.
Argh I already had the note in my font code about the default winding is CW... So no dice still. Thanks for the help though
Ok if I use gluPerspective I can see the text using the oultline fonts way of rendering. If I move to glOrtho() all I can see is a puny dot at the bottom left of the screen? Any ideas? Thanks
Quote:Original post by MARS_999
Ok if I use gluPerspective I can see the text using the oultline fonts way of rendering. If I move to glOrtho() all I can see is a puny dot at the bottom left of the screen? Any ideas? Thanks
Quote:Original post by jykThat sounds like your problem. Have you checked those two points with the text?
Make sure that:
1. The coordinates for your quad are within the bounds you specified in glOrtho()
2. The quad is big enough to see clearly
...
Quote:Original post by MARS_999Cool...
I found the problem or at least a solution...
Mind sharing?
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement