Patrick Dähne wrote:
The problem is that the image created by the text function uses the
pixel format GL_INTENSITY. This works when the image is used as a
texture (inside a TextureChunk). But the ImageForeground uses a
glDrawPixels() call to copy the image to the screen, and glDrawPixels
() does not handle GL_INTENSITY.
As a workaround, you can change the pixelformat by calling
setPixelFormat() on the image, eg. to GL_LUMINANCE or GL_ALPHA. I do
not know how the result looks like - I never used glDrawPixels().
Another solution is to convert the image to GL_LUMINANCE_ALPHA by
calling the reformat() method.
... or use the Image in a SimpleTexturedMaterial and that in a
PolygonForeground. ImageForeground is not very efficient, I'd recommend
using the PolygonForeground.
Dirk
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