It appears the text that I draw is being anti-aliased. It's as if the viewport is the wrong size or something. What could be causing this (see attachment)?
Also, I noticed that the following statement cause all my text to come out as solid blocks of color instead of as letters?
I'm still relatively new to OpenGL, and I'm guessing it's because that code tells GL to texture the output from the TextureRectangleNv texture target (if that even makes sense, I'm not sure). I could use a clue when it comes to texture targets. I'm using that code so that I can access my graphics when drawing sprites and tiles. I've just updated my code to disable that (rather than re-binding to texture number 0) when performing non-textured operations.
Also, I'm aware that NvTextureRectangle is not really an EnableCap, but EnableCap seems to be missing the necessary value, and this happens to be relevant and have the correct value. Is there a better way to do this?