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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