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OpenGL Strange display list problem.

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Hey folks, long time lurker, first time poster. I'm still a bit new to opengl, and I'm hoping someone can give me some insight into a problem I'm having. I'm procedurally generating a series of triangular blocks to form a geosphere. Each block is an object containing its own display list. When I fire the app up, everything renders just fine. The problem creeps in when I call glPrint to display my menu. As soon as I do, it appears that the surface normals invert on every display list. I'm using NeHe's outline fonts verbatim, and I've narrowed it down to the glCallLists line in the code below:
GLvoid glPrint(const char *fmt, ...)					
	float		length=0;							
	char		text[256];							
	va_list		ap;								

	if (fmt == NULL)							

	va_start(ap, fmt);								
	    vsprintf_s(text, fmt, ap);					

	for (unsigned int loop=0;loop<(strlen(text));loop++)	



	glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);	//<-- Problem line

	glTranslatef(-length/2.0f, 0.0f, 0.0f);

If I comment out the glCallLists line, the text doesn't appear (obviously) and the problem doesn't occur. It only crops up in display lists. My particles are generated on the fly, and they continue to display properly. Here's a shot of what happens: (Bottom one is with the problem showing, pardon the crappy free host) The problem is clearest on the surface of the sphere, where you can see that the blocks have inverted in the lower pic, with the surfaces facing inward. You'll also notice that the two HUD images in the upper left corners vanish, because they're now facing away from the camera. I'm assuming the glCallLists line is somehow changing a setting, but shouldn't pushing/popping the list bit attribute prevent the change from carrying onward? Thanks in advance for any input folks can offer.

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I'm using wglUseFontOutlines, and the post you linked was exactly what I was looking for. Just needed to fire a glFrontFace to correct the problem.

Thanks much for the quick reply!

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