I'm tinkering with GL again, what OpenGL settings might I be messing with that would cause Max2Ds GLDrawText to draw a black rectangle?
GLDrawText()
BlitzMax Forums/BlitzMax OpenGL Programming/GLDrawText() try disabling textures, took me a while to figure out!!
and if you call glBindTexture restore it afterwards
im having the same prob tom :P
I dont suppose anyone could provide a little example of what they mean?
I dont suppose anyone could provide a little example of what they mean?
I usually do all my drawtext's at the end of my loop after
I've drawn everthing with a texture...
I've drawn everthing with a texture...
glDisable(GL_TEXTURE_2D) gldrawtext "hello world",20,20 glEnable(GL_TEXTURE_2D) rem from this point on no texture is bound
Hi,
GLDrawText should save/restore any state changes it makes - ie: you shouldn't have to worry about current state etc before using it.
However, there are a lot of states that can affect it and we've probably missed some.
Could you please post some code that produces the black rectangle problem?
GLDrawText should save/restore any state changes it makes - ie: you shouldn't have to worry about current state etc before using it.
However, there are a lot of states that can affect it and we've probably missed some.
Could you please post some code that produces the black rectangle problem?
Mark,
I am using terrabits engine and started modifying it so its basically the same one. Most of the changes ive made so far are just getting rid of flushmem and the bglcreatecontext command.
I am using terrabits engine and started modifying it so its basically the same one. Most of the changes ive made so far are just getting rid of flushmem and the bglcreatecontext command.
Partialy fixed, text is white now but it's drawn on a black rectange still. I suspect it's an alpha thing somewhere.
This got my text back to white anyway
glActiveTextureARB(GL_TEXTURE0_ARB)
glClientActiveTextureARB(GL_TEXTURE0_ARB)
The code's pretty complex & messy, involves a fair bit of multitexturing and uses a lot of gl commands. I'll see if I can make a smaller example.
This got my text back to white anyway
glActiveTextureARB(GL_TEXTURE0_ARB)
glClientActiveTextureARB(GL_TEXTURE0_ARB)
The code's pretty complex & messy, involves a fair bit of multitexturing and uses a lot of gl commands. I'll see if I can make a smaller example.
lighting effects it too from memory (or used to...)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
Fixes it, I was disabling GL_BLEND at the end of my drawing routine, oops!
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
Fixes it, I was disabling GL_BLEND at the end of my drawing routine, oops!