Original Post
Hi, I've taken the text to screen tutorial from the NeHe example and fiddled about with it a little so it fits into the code i've written. While the text does get to the screen, it seems to take on the colour of the last used texture. I've tried setting the colour with glColor3f(), and setting the bound texture to null, but it doesn't seem to work. Heres the code: [Edited by - Winegums on February 17, 2007 10:57:15 AM]
glBindTexture(NULL, NULL);
ViewOrtho(0,0);
glDisable(GL_DEPTH_TEST); //Disable depth testing and masking
glDisable(GL_TEXTURE);
glDepthMask(GL_FALSE);
glDisable(GL_LIGHTING);
glRasterPos2f(-1.0f, 0.9f); //Set our draw position
glColor3f(0.0f,1.0f,0.0f); //Set our draw colour
sprintf(buffer, "Blarhg!");
glPrint(buffer);
ViewPerspective();
glEnable(GL_DEPTH_TEST); //Re-enable depth testing and masking
glEnable(GL_TEXTURE);
glDepthMask(GL_TRUE);
glEnable(GL_LIGHTING);