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coolkehon

FTGL (ttf lib) in orthographic projection

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I'm trying to use the FTGL library in ortho projection because my game is purely 2D but i'm having problems with it. I had a function to make the screen's top left corner 0,0 called enable 2D but when i used it FTGL drew the fonts upside down. So i used a function in FTGL's demo and now it draw's in the center of the screen. I don't understand the projection matrices either so some help would be greatly appreciated.
    glMatrixMode (GL_PROJECTION);
		glPushMatrix();
		glLoadIdentity ();
		gluPerspective(90, (float)GraphicsInstance::SCREEN_WIDTH / (float)GraphicsInstance::SCREEN_HEIGHT, 1, 1000);

    glMatrixMode(GL_MODELVIEW);
		glPushMatrix();
		glLoadIdentity();
		gluLookAt(0.0, 0.0, (float)GraphicsInstance::SCREEN_HEIGHT / 2.0f, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

float res = (font->Render(text,length,FTPoint(x,y,0))).X();
	
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();

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For startskis you're using a perspective projection and frankly that isn't reconciled readily with the fact that you want an orthographic one (i.e. glOrtho). On flipping your y, just reverse the sense of the 3rd and 4th arguments.

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i got it fixed :D

i did this

//glEnable2D() called before this. Got it from gamedev.net
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glScalef(1,-1,1);

float res = (font->Render(text,length,FTPoint(x,-(y+abs(font->Descender())),0))).X();

glMatrixMode(GL_MODELVIEW);
glPopMatrix();

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