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Thread: Problem with glCallLists

  1. #1
    Junior Member Newbie
    Join Date
    Mar 2008
    Posts
    4

    Problem with glCallLists

    I'm using the following code out of the red book to display text on the screen. Until this afternoon, this has been working fine.

    -----------------------------------------------------------
    glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits
    glListBase(_baseFont); // Sets The Base Character to 0
    int sizeChar = courseStrBA.size();
    glCallLists(sizeChar, GL_UNSIGNED_BYTE, courseStrBA.data()); // Draws The Display List Text
    glPopAttrib();
    -------------------------------------------------------------

    Now, whenever I call glCallLists, my display becomes really odd, like something is being overwritten. Until, I call that function everything works fine. Once I call it, the text is fine and half of the graphics are. The other half look like they have their normals reversed (really odd).

    Any thoughts on where to look?

    Environment - Windows XP, VS2005 and running QT(Trolltech) wrapper around opengl.


    Tom

  2. #2
    Senior Member OpenGL Guru Relic's Avatar
    Join Date
    Apr 2000
    Posts
    2,527

    Re: Problem with glCallLists

    Are the fonts generated with wglUseFontOutlines?
    Then it probably changed your front face setting.

    Check out the manual
    http://msdn2.microsoft.com/en-us/library/ms537567.aspx

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