
[Resolved] Using QuickFont with OpenGLControl problem
Posted Friday, 11 November, 2011 - 05:20 by OpenNB inI'm not sure if this problem is due to the usage of QuickFont with OpenGLControl instead of GameWindow or due to my code, I'm quite new to OpenGL and OpenTK and still in the process of figuring them out..
Whenever I use QuickFont to print text, everything else after that vanishes or is faded out.
Here is the code I'm using, it's in the paint event of the GLControl. Whenever repaint occurs the line disappears but text is still visible
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); QFont qf = new QFont("LSANS.TTF", 6.0f); qf.Options.Colour = new Color4(0.2f, 0.2f, 0.2f, 1.0f); // Draw Diagonal line GL.PushMatrix(); GL.Color3(155, 155, 155); GL.Begin(BeginMode.Lines); GL.Vertex2(0, 0); GL.Vertex2(1, 1); GL.End(); GL.PopMatrix(); // Print Quickfont text GL.PushMatrix(); QFont.Begin(); GL.PushMatrix(); GL.Translate(Width * 0.1, Height * 0.1, 0); qf.Print("Test 1", QFontAlignment.Centre); GL.PopMatrix(); QFont.End(); GL.PopMatrix(); glControl1.SwapBuffers();


Comments
Re: Using QuickFont with OpenGLControl problem
After experimenting a bit more, I realised that I was missing the statement
GL.Disable(EnableCap.Texture2D);
which had to be added after the text was added or before the other stuff was rendered and that did the trick