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SDL and NeHe's "glPrint"

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I set out a few hours earlier to add font support for my game, thinking it might be a trivial matter, but of course, that's always naive foolishness. The font code on NeHe seems fairly straightforward, the only problem being that I'm using SDL, and as such don't have access to the window handle or device context. So, thinking I'd found my solution, I came across SDL_GetWMInfo. This returns a struct containing, among other information, the window handle. Unfortunately, this seems to return 0 instead of a valid window handle. I've also tried the windows function FindWindow(NULL, "SDL_app") but that returns null as well. I am indeed calling all of these functions post SDL initialization. The offending code:
GLvoid VideoManager::BuildFont(GLvoid)					
{
	HFONT	font;										
	HFONT	oldfont;									

	SDL_SysWMinfo info;
	SDL_GetWMInfo(&info);

	HDC hDC = GetDC(info.window);

	m_base = glGenLists(96);								

	font = CreateFont(	-24,							
						0,								
						0,								
						0,								
						FW_BOLD,						
						FALSE,							
						FALSE,							
						FALSE,							
						ANSI_CHARSET,					
						OUT_TT_PRECIS,					
						CLIP_DEFAULT_PRECIS,			
						ANTIALIASED_QUALITY,			
						FF_DONTCARE|DEFAULT_PITCH,		
						"Courier New");					

	oldfont = (HFONT)SelectObject(hDC, font);           
	wglUseFontBitmaps(hDC, 32, 96, m_base);				
	SelectObject(hDC, oldfont);							
	DeleteObject(font);									
}

I would use SDL_ttf, but it seems I'd have to blit the result via SDL_BlitSurface, and that can't be used as I'm in OpenGL mode. Any suggestions?

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You can use a custom bitmap font instead.
I did a demo in assembly language here...
http://board.flatassembler.net/topic.php?t=9885
Somewhere around here i have a C version i can post later.

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