Jump to content
  • Advertisement
Sign in to follow this  

Using glCallList(..) and std::wsting

This topic is 4260 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, I'm having difficulty printing std::wsting to the screen, here is a code sniplet.
[SOURCE]
CFont::Print(....., const std::wstring &str )
{
  ...
  glPushAttrib(GL_LIST_BIT);
  glListBase( m_BaseFont - 32 );
  glCallLists( str.length(), GL_UNSIGNED_BYTE, str.c_str() );
  glPopAttrib();				
  ...
}
[/SOURCE]
Usage:
[SOURCE]
    Print(...., L"This is a test string." );
[/SOURCE]
If I run the "Print(...)" in in a loop, I get the resulting output:
[SOURCE]
This i
This is a te
Thi
T
This is a
.
.
.
[/SOURCE]
Any ideas what I may be doing wrong or not seeing? Thanks, Sabrina

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!