[EMAIL PROTECTED] wrote in news:[EMAIL PROTECTED]:

> I do a lot of 3D OpenGL applications by sub-classing Fl_Gl_Window.
> I like to use Fluid to design my GUI's. A co-worker also uses FLTK
>  extensively without using Fluid. We have both found FLTK fonts to
> be very unstable in that, quite often, gl_font routine simply stops
> working, i.e. nothing is drawn on the screen. This happens when we 
> make changes to unrelated parts of our programs. The problem seems to
> be worse when we try to use multiple font styles in a program. For
> example yesterday I ported some code from my desktop to a laptop for
> the purposes of giving a presentation. I even re-compiled it on the
> laptop. Nevertheless, many of the labels that were supposed to be 
> displayed in my 3D scene stopped appearing?  I had time to fix some of 
> these problems my changing the font style to a type that was working
> correctly for other labels. I'm using gl_font and gl_draw to attempt
> to place labels in 3D scenes. Note 1: have similar problems when I try
> to use glut fonts. Note 2: the problem seems to be worse on ATI boards
> than Nvidia. Note 3: my co-worker has given up on using bitmap fonts
> and resorted to using fonts modeled out of polygons. Anyone else run
> into similar problems and more importantly - did you find a solution?
> 
> Thanks.


I just got through beating my head against the wall with my own gl_draw() 
problem, where I was seeing the text output on one computer but others, 
from the same executable.

gl_draw() does seem to be extremely sensitive to the current OpenGL state 
which makes it difficult to figure out what what is going on. I ended up 
drawing all my text first, at the front of the viewing volume with the 
depth buffer enabled, then drawing the rest of the scene to go behind it. 
This was the best way I could figure to isolate gl_draw() from the state 
changes that followed.

Also, turns out I needed to explicitely disable GL_TEXTURE2D before my 
calls to gl_draw() or it would either display with the wrong color, or not 
draw at all, but the exact behavior seemed to be random. 

So far I seem to have gl_draw() working consistently, but I plan to move to 
a textured-quad solution that 'plays nicer' with the rest of my scene 
drawing.

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