hey.. i am a beginner to opengl.. i have to do a mini project. in that i want to display the project details in the front screen.. i am not able to find a function to display the text... please help me..![]()
hey.. i am a beginner to opengl.. i have to do a mini project. in that i want to display the project details in the front screen.. i am not able to find a function to display the text... please help me..![]()
OpenGL has no textrendering. You can use 3rd party libraries for that. A static text could get displayed as a texture.
Please don't just post open ended questions or pleas like " help me".
Have you read the posting guide?
Ask specific questions.
Now you could just draw your text in a bitmap image using MS Paint or other art package. Then just display the bitmap on the front screen. Great if you don't need dynamic printing.
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Sig: http://glhlib.sourceforge.net
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);
ok.. can you please tell me more about displaying bitmap
Setup an orthographic projection.
http://www.opengl.org/wiki/FAQ#How_t...in_pixel_space
and disable depth testing.
and render some quads on your screen.
But if you are confused an need to learn things, try the old NeHe tutorials
http://nehe.gamedev.net/tutorial/lessons_11__15/28001/
------------------------------
Sig: http://glhlib.sourceforge.net
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);