wglUseFontOutlines Trouble!!
Hello!
I have tried to implement outline fonts into my engine, but it
makes everything looking bad(except of the font:
http://www.geocities.com/simon_dotschuweit/bad.jpg
If I don''t call the displaylists generated by wglUseFontOutlines
everything is nice:
http://www.geocities.com/simon_dotschuweit/good.jpg
I have analysed the api calls of wglUseFontOutlines, there are several gluTesslate* calls, I think I have to disable the tesslation mode after drawing the font, but how can I do that?
Any idea?
Thanks!
Really nobody who is using Outlinefont?
Or are you using another method to create them?
Please tell me!
Thanks!!
Or are you using another method to create them?
Please tell me!
Thanks!!
quote:Original post by Sim
Really nobody who is using Outlinefont?
Or are you using another method to create them?
Most people use textured fonts (you have an entire font on a texture, and you render quads with parts of the texture mapped on to them).
[Resist Windows XP''s Invasive Production Activation Technology!]
To me it looks like the backface culling was turned into frontface culling. Try glCullFace(GL_BACK); After calling your font stuff, or even before calling it, or check the source of the font drawing routines if you can and search for glCullFace(GL_FRONT), And try to find out why it is called.
Or try glDisable(GL_CULL_FACE); (or sth like this) - if it not too expensive.
I hope it helps,
Gahre
Or try glDisable(GL_CULL_FACE); (or sth like this) - if it not too expensive.
I hope it helps,
Gahre
Or try romka''s GLF library, I am using it, it''s great. AND it''s simple to implement, but unfortunately you can''t load true type fonts (yet - the new version is said to includ a cenversion tool, what would be great). (http://romka.demonews.com)
If this still doesn''t help you, look at nehe''s textured font tutorial (http://nehe.gamedev.net)
If this still doesn''t help you, look at nehe''s textured font tutorial (http://nehe.gamedev.net)
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