Followers 0

# OpenGL NeHe FreeTypeFont tutorial - blank screen

## 6 posts in this topic

I'm trying to make the NeHe freetypefont tutorial to work, but I get a blank screen for some reason...

What I did:
- got precompiled Windows binaries of freetype (freetype-2.3.5-1-bin)
- made a project in Code::Blocks (SDL+OpenGL+FreeType lib included)
- downloaded the source code from http://nehe.gamedev.net/tutorial/freetype_fonts_in_opengl/24001/ (the Linux/SDL Code For This Lesson. ( Conversion by Aaron Graves) version) and I have not forgotten about the font either :)

So, I have built it and run and... I'm getting a blank screen. I added a standard "OpenGL triangle code" and it is displayed properly, so I assume OpenGl + SDL works as it should. I got no errors of any kind.

I don't know how to bite it. Is it because the tutorial is broken? Or I downloaded a broken version of it? Or I got a wrong/broken/incompatible version of FT library? Or something else?

Does anyone got this tutorial working? Edited by Acharis
0

##### Share on other sites

OK, maybe I should ask another question. Do you know of any working FreeTypeFont OpenGL rendering tutorial?

0

##### Share on other sites

First of all i never downloaded the code, i just read the tutorial (and understood it), and rewrote it myself, and it did work with me. And i also did it on windows.

And the Freetype library is correct, this tutorial uses freetype 2.

You say you downloaded the FreeType windows binaries, and the Linux/SDL code? It doesn't make sense.

If you have windows, then download the windows code, if you have linux, i believe the windows freetype binaries won't help.

1

##### Share on other sites

Windows

But the sources were for SDL, it's supposed to run on absolutelly everything...

Anyway, I can't use the VC++ source codes because these use glaux, which is not included in code::blocks.

0

##### Share on other sites

http://nehe.gamedev.net/tutorial/lesson_06_texturing_update/47002/

EDIT: Or if you want to use glaux, download the files here http://mycodelog.com/2010/05/15/gllibs/, place the files in their correct folders (you only need the glaux.h and glaux.lib), and see if the program works.

And keep in mind that this tutorial is deprecated in various ways.

Display lists, GL_LUMINANCE_ALPHA, drawing using glBegin()...glEnd(), glaux, etc are all deprecated in modern OpenGL (along with the way the freetype headera are included).

Also, i just downloaded the VC++ code, compiled it and it works for me EXCEPT you must change the following bit:



for(const char *c=text;*c;c++) {

to



const char *c=text;

for(;*c;c++) {

or an error will occur.

See if it works, and let me know.

1

##### Share on other sites

OK, maybe something easier first. Where can I get prebuild libraries of FreeType for Windows? Includes+lib+dlls, all that are guaranteed to be compatible and work together (doeas not matter which version, as long as all of these files are compatible).

I noticed the one I was using is kind of strange and does not look like the others (it has freetype2/freetype directory structure instead of freetype like all tutorials require, I manually changed it but... it's still suspicious, so maybe I just have some broken version of TTF library).

I tried the package from the official freetype site (http://download.savannah.gnu.org/releases/freetype/) but it has no prebuild libraries (and I definitely want to avoid building these myself now, I would then be completely in blind at which step I made a mistake if it does not work).

0

##### Share on other sites

Unzip the files, and you will have the include, lib, and dll files

You just need the freetype6.dll and freetype.lib.

The include file directory has the following structure

copy that same structure to your IDE include folder, but remove the 'freetype2' folder in between (it should become ...include\freetype\<the freetype headers>)

then link your project with the freetype.lib, and run it. It should work (i hope).

If you have doubts, or it doesn't work then post again.

1

## Create an account

Register a new account

Followers 0

• ### Similar Content

• By mapra99
Hello

I am working on a recent project and I have been learning how to code in C# using OpenGL libraries for some graphics. I have achieved some quite interesting things using TAO Framework writing in Console Applications, creating a GLUT Window. But my problem now is that I need to incorporate the Graphics in a Windows Form so I can relate the objects that I render with some .NET Controls.

To deal with this problem, I have seen in some forums that it's better to use OpenTK instead of TAO Framework, so I can use the glControl that OpenTK libraries offer. However, I haven't found complete articles, tutorials or source codes that help using the glControl or that may insert me into de OpenTK functions. Would somebody please share in this forum some links or files where I can find good documentation about this topic? Or may I use another library different of OpenTK?

Thanks!

• Hello, I have been working on SH Irradiance map rendering, and I have been using a GLSL pixel shader to render SH irradiance to 2D irradiance maps for my static objects. I already have it working with 9 3D textures so far for the first 9 SH functions.
In my GLSL shader, I have to send in 9 SH Coefficient 3D Texures that use RGBA8 as a pixel format. RGB being used for the coefficients for red, green, and blue, and the A for checking if the voxel is in use (for the 3D texture solidification shader to prevent bleeding).
My problem is, I want to knock this number of textures down to something like 4 or 5. Getting even lower would be a godsend. This is because I eventually plan on adding more SH Coefficient 3D Textures for other parts of the game map (such as inside rooms, as opposed to the outside), to circumvent irradiance probe bleeding between rooms separated by walls. I don't want to reach the 32 texture limit too soon. Also, I figure that it would be a LOT faster.
Is there a way I could, say, store 2 sets of SH Coefficients for 2 SH functions inside a texture with RGBA16 pixels? If so, how would I extract them from inside GLSL? Let me know if you have any suggestions ^^.
• By KarimIO
EDIT: I thought this was restricted to Attribute-Created GL contexts, but it isn't, so I rewrote the post.
Hey guys, whenever I call SwapBuffers(hDC), I get a crash, and I get a "Too many posts were made to a semaphore." from Windows as I call SwapBuffers. What could be the cause of this?
Update: No crash occurs if I don't draw, just clear and swap.
static PIXELFORMATDESCRIPTOR pfd = // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format 32, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 24, // 24Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if (!(hDC = GetDC(windowHandle))) return false; unsigned int PixelFormat; if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) return false; if (!SetPixelFormat(hDC, PixelFormat, &pfd)) return false; hRC = wglCreateContext(hDC); if (!hRC) { std::cout << "wglCreateContext Failed!\n"; return false; } if (wglMakeCurrent(hDC, hRC) == NULL) { std::cout << "Make Context Current Second Failed!\n"; return false; } ... // OGL Buffer Initialization glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glBindVertexArray(vao); glUseProgram(myprogram); glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, (void *)indexStart); SwapBuffers(GetDC(window_handle));
• By Tchom
Hey devs!

I've been working on a OpenGL ES 2.0 android engine and I have begun implementing some simple (point) lighting. I had something fairly simple working, so I tried to get fancy and added color-tinting light. And it works great... with only one or two lights. Any more than that, the application drops about 15 frames per light added (my ideal is at least 4 or 5). I know implementing lighting is expensive, I just didn't think it was that expensive. I'm fairly new to the world of OpenGL and GLSL, so there is a good chance I've written some crappy shader code. If anyone had any feedback or tips on how I can optimize this code, please let me know.

uniform mat4 u_MVPMatrix; uniform mat4 u_MVMatrix; attribute vec4 a_Position; attribute vec3 a_Normal; attribute vec2 a_TexCoordinate; varying vec3 v_Position; varying vec3 v_Normal; varying vec2 v_TexCoordinate; void main() { v_Position = vec3(u_MVMatrix * a_Position); v_TexCoordinate = a_TexCoordinate; v_Normal = vec3(u_MVMatrix * vec4(a_Normal, 0.0)); gl_Position = u_MVPMatrix * a_Position; } Fragment Shader
precision mediump float; uniform vec4 u_LightPos["+numLights+"]; uniform vec4 u_LightColours["+numLights+"]; uniform float u_LightPower["+numLights+"]; uniform sampler2D u_Texture; varying vec3 v_Position; varying vec3 v_Normal; varying vec2 v_TexCoordinate; void main() { gl_FragColor = (texture2D(u_Texture, v_TexCoordinate)); float diffuse = 0.0; vec4 colourSum = vec4(1.0); for (int i = 0; i < "+numLights+"; i++) { vec3 toPointLight = vec3(u_LightPos[i]); float distance = length(toPointLight - v_Position); vec3 lightVector = normalize(toPointLight - v_Position); float diffuseDiff = 0.0; // The diffuse difference contributed from current light diffuseDiff = max(dot(v_Normal, lightVector), 0.0); diffuseDiff = diffuseDiff * (1.0 / (1.0 + ((1.0-u_LightPower[i])* distance * distance))); //Determine attenuatio diffuse += diffuseDiff; gl_FragColor.rgb *= vec3(1.0) / ((vec3(1.0) + ((vec3(1.0) - vec3(u_LightColours[i]))*diffuseDiff))); //The expensive part } diffuse += 0.1; //Add ambient light gl_FragColor.rgb *= diffuse; } Am I making any rookie mistakes? Or am I just being unrealistic about what I can do? Thanks in advance
• By yahiko00
Hi,
Not sure to post at the right place, if not, please forgive me...
For a game project I am working on, I would like to implement a 2D starfield as a background.
I do not want to deal with static tiles, since I plan to slowly animate the starfield. So, I am trying to figure out how to generate a random starfield for the entire map.
I feel that using a uniform distribution for the stars will not do the trick. Instead I would like something similar to the screenshot below, taken from the game Star Wars: Empire At War (all credits to Lucasfilm, Disney, and so on...).

Is there someone who could have an idea of a distribution which could result in such a starfield?
Any insight would be appreciated

• 9
• 10
• 20
• 11
• 28