////////////////////////////////////////////
void Display ()
{
glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity ();
glColor3f (1.0f, 0.0f, 0.0f); (==RED===)
console.DrawConsole (CON_DROP);
}
/////////////////////////////////////////////
console::DrawConsole ()
{
vec4_t color(0.8f, 0.8f, 0.8f,0.75f); (==WHITE==)
glRasterPos2f (rasPosX, rasPosY);
if (!text->Print2D (fontName, color, "] %s",inputtext)) (==pass the White==)
error_t::File ("error.log", "error printing console input text");
}
//////////////////////////////////////////////
text::Print2d ()
{
#ifdef _DEBUG
vec4_t colortest;
glGetFloatv (GL_CURRENT_COLOR, colortest.v);
#endif
glColor4f (color.v[0], color.v[1], color.v[2], color.v[3]);
glDisable (GL_TEXTURE_2D);
glListBase (base);
glCallLists (strlen (text), GL_UNSIGNED_BYTE, text);
glEnable (GL_TEXTURE_2D);
#ifdef _DEBUG
glGetFloatv (GL_CURRENT_COLOR, colortest.v);
#endif
}
now GL_CURRENT_COLOR returns RED just before setting the color to WHITE.
Then I call GL_CURRENT_COLOR after and its WHITE !!!
what simple thing/rule am I missing ??
thanks
p.s. I did a search and couldnt find anyhting
Display Lists and glColor problem
Im having a problem with display lists and
glColor, for some reason when I Print
using White it come out in my previous set
color of red !!!!!!
here is a cut down version of my code
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