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ajm113

Text Won't Overlap 2D Quad

2 posts in this topic

Hello everyone, I seem to be having a small problem with my font system not overlapping the quad I'm trying to draw that shows the background image for my menu system. I've tried moving around the glDisable GL_DEPTH_TEST and disabled DepthMask and a few other things and even rearranged the order of how the 2D stuff gets displayed, but I'm getting no effect from anything.

Here is my code

[code]
void Render()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glEnable(GL_BLEND);
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );

//Draw 3D here....

//Draw 2D here...

glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);

glColor3f(1, 1, 1);
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glPushMatrix(); // Store The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
glOrtho(0,640,0,480,-1,1); // Set Up An Ortho Screen
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glPushMatrix(); // Store The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
glTranslated(0,0,0); // Position The Text (0,0 - Bottom Left)
glBindTexture(GL_TEXTURE_2D, 1);

glBegin(GL_QUADS);

glTexCoord2f(0, 1.0);
glVertex2i(0, 0);

glTexCoord2f(1,1.0);
glVertex2i(30, 0);

glTexCoord2f(1.0, 0.0);
glVertex2i(30, 30);

glTexCoord2f(0.0, 0.0);
glVertex2i(0, 30);

glEnd();
}
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glPopMatrix(); // Restore The Old Projection Matrix
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glPopMatrix(); // Restore The Old Projection Matrix
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);

glColor3f(1, 0, 1);
m_FontEngine.glPrint(20, 20, "Hello Menu!", 0);
glEnable(GL_DEPTH_TEST); // Enables Depth Testing

}

[/code]

Code of glPrint:
[code]
if (set>1)
{
set=1;
}
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);

glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Select The Type Of Blending

glBindTexture(GL_TEXTURE_2D, FontTextureId); // Select Our Font Texture
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glPushMatrix(); // Store The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
glOrtho(0,640,0,480,-1,1); // Set Up An Ortho Screen
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glPushMatrix(); // Store The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix

glTranslated(x,y,0); // Position The Text (0,0 - Bottom Left)

glListBase(base-32+(128*set)); // Choose The Font Set (0 or 1)

glCallLists(strlen(string),GL_UNSIGNED_BYTE,string);// Write The Text To The Screen

glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glPopMatrix(); // Restore The Old Projection Matrix
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glPopMatrix(); // Restore The Old Projection Matrix


glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
[/code]

I think it may have something to do with how I'm setting up the projects on both of them, but I don't know what else it could be.

Thank you.
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Have you tried changing this line:
[CODE]glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Select The Type Of Blending[/CODE]

to

[CODE]glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Select The Type Of Blending[/CODE]

Because IIRC, the way you have it will make it so the color components add together. Since you're rendering on white, everything will be white because white = 1,1,1 and color values get truncated at 1.

Also, you seem to have a lot of extraneous state changes in your code. You should generally avoid making more state changes than you have to.
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I tried changing, it appears to fix this problem, but then it created another one where the alpha wasn't working anymore since I was using a .bmp file with a black background. So just to fix everything and even get a better looking font, I just went ahead and changed the bmp to a png file with a transparent background for the text and that pretty much toke care of it. I even tried turning on alpha test and it didn't do anything, but anyways I'll clean up the code.

Thanks for your help once again! [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Edited by ajm113
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