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A Font Class Gone Wrong!

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Hi guys. I've been working on a class to handle fonts in open gl based on NeHe's tutorial 13 (Bitmap Fonts). It compiles fine, but doesn't display the text on screen. Heres the class code:

class CFont  
	void put(const char *fmt, ...);
	void DestroyFont();
	void SetFont(HDC& thehdc, char* typeface, int height, int weight, bool italic, bool underlined, bool striked);

	HFONT oldfont;
	HFONT font;
	int base;



void CFont::SetFont(HDC& thehdc, char* typeface, int height, int weight, bool italic, bool underlined, bool striked)
	base = glGenLists(96);								// Storage For 96 Characters

	font = CreateFont(	height,							// Height Of Font
						0,								// Width Of Font
						0,								// Angle Of Escapement
						0,								// Orientation Angle
						weight,						// Font Weight
						italic,							// Italic
						underlined,							// Underline
						striked,							// Strikeout
						ANSI_CHARSET,					// Character Set Identifier
						OUT_TT_PRECIS,					// Output Precision
						CLIP_DEFAULT_PRECIS,			// Clipping Precision
						ANTIALIASED_QUALITY,			// Output Quality
						FF_DONTCARE|DEFAULT_PITCH,		// Family And Pitch
						typeface);					// Font Name

	oldfont = (HFONT)SelectObject(thehdc, font);           // Selects The Font We Want
	wglUseFontBitmaps(thehdc, 32, 96, base);				// Builds 96 Characters Starting At Character 32
	SelectObject(thehdc, oldfont);							// Selects The Font We Want
	DeleteObject(font);									// Delete The

void CFont::DestroyFont()
	glDeleteLists(base, 96);						// Delete All 96 Characters 

void CFont:: Put(const char *fmt, ...)
		char		text[256];								// Holds Our String
	va_list		ap;										// Pointer To List Of Arguments

	if (fmt == NULL)									// If There's No Text
		return;											// Do Nothing

	va_start(ap, fmt);									// Parses The String For Variables
	    vsprintf(text, fmt, ap);						// And Converts Symbols To Actual Numbers
	va_end(ap);											// Results Are Stored In Text

	glPushAttrib(GL_LIST_BIT);							// Pushes The Display List Bits
	glListBase(base - 32);								// Sets The Base Character to 32
	glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);	// Draws The Display List Text
	glPopAttrib();										// Pops The Display List Bits

As you can see its nearly the same as in the turtorial, just in a class so its contained. In my twisted world, I'm thinking I can change the font by calling DestroyFont(), then SetFont() again with new font settings. At the moment SetFont() takes a reference to the DC, is that where its going wrong? It compiles with no errors or warnings, and idears? Just in case I'll leave my drawing test code here:

int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
	glLoadIdentity();									// Reset The Current Modelview Matrix



	font.put("Hello World!");

	return TRUE;										// Everything Went OK

Thx, -J PS: how do u make those wite scroll boxes of code again? [edited by - jason2jason on May 6, 2002 8:45:02 AM] [edited by - jason2jason on May 6, 2002 6:06:21 PM]

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can some one pls have a look, I know I posted this during game dev''s quite time of the day, but hey, just thought I''d make this at the top


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Hi there!

I'm not going to look too much at your code, however I looked a little at it and I couldnt exactly find any errors(I'm not any professional by any means Anyways, the reason I post here is that I've also made a Font class, also based on NeHe's tutorials.

Here's my class:

      void CFont::Init( char *fonttype )
HFONT font;
base = glGenLists(96);

font = CreateFont( -15,

SelectObject(hDC, font);
wglUseFontBitmaps(hDC, 32, 96, base);

void CFont::Print(float x, float y, const char *fmt, ...)
if (Initialised){
char text[256];
va_list ap;

if (fmt == NULL)

va_start(ap, fmt);
vsprintf(text, fmt, ap);

glRasterPos2f( x, y );
glListBase(base - 32);
glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);
MessageBox(NULL,"You have not Initialised the fonts!","ERROR: Initialisation",MB_OK | MB_ICONINFORMATION);
Exit = true;

PS: if you want your code to be in those boxes you can find all the information you need in the forum faq. Or I can give you it right away.. Just type "source" and "/source" in two []'s

oh, and just to clear out things again.. I'm not a VERY experienced coder so my code might suck...?

Kenneth Wilhelmsen
Try my little 3D Engine project, and mail me the FPS. WEngine
Or just visit my site
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disgrace to civilization should be done away with at once. Heroism at command, senseless
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[edited by - kenwi on May 7, 2002 4:35:20 AM]

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