Greg Ercolano <[EMAIL PROTECTED]> wrote in
news:[EMAIL PROTECTED]: 

> Daniel Fox wrote:
>>>> Any ideas? I've run out of them :)
> 
>>>      Just in case it's a subtle problem in your program,
>>>      does this small program have the same problem..?
>>>      http://seriss.com/people/erco/fltk/#OpenGlTextOn3D
> 
>> Thanks, that does work fine, which led me to try some other things...
>> Turns out moving the text drawing code *before* the scene is drawn
>> makes it work also (although its behind everything else)...
> 
> 
>> But isn't that what glDisable(GL_DEPTH_TEST); should account for?
>> What else would prevent the drawing of the gl_draw() other than the
>> depth buffer? 
> 
>      Might be clip planes, unexpected scales/translations,
>      matrix stack, colors, odd or incorrect initialization..
>      hard to say.
> 
>      I usually have to noodle around a bit to track down GL problems,
>      since there's so many 'modes'.
> 
>      I usually start with something simple and work up from there,
>      hoping for the best.


Got it. I wasn't expecting GL_TEXTURE_2D to affect the raster display, so I 
was drawing the fonts with the last bound texture, which happened to be 
basically invisible. 

Thanks for your help. That site is a veritible gold mine of FLTK knowledge! 

- Daniel

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