V-man
05-02-2002, 12:10 PM
I'm not sure if this is considered a bug or not, but when I do
glListBase(1000);
glColor4fv(&TextColor[4]);
glCallLists(strlen((char *)pstring), GL_UNSIGNED_BYTE, pstring);
in my rendering function, the text color doesn't come out right. I have to call this function one more time for the text color to appear OK. During the next refresh of the screen, the color is still not right and it must be called once again for the text color to come out right. Maybe that's because Im rendering other stuff too.
That was the result on the nvidia driver 23.11 (I will update later)
I tested in software mode and I think the effect was the same (not sure because I cant call the multitexture portion of my code)
Anyway, as a plus, I discovered that glScissor isnt perfect in software mode.
glScissor(value_a, value_b, ....);
is executed as
glScissor(value_a, value_b+1, ....);
in some cases.
Anybody can tell me what's up with my text color issue?
V-man
glListBase(1000);
glColor4fv(&TextColor[4]);
glCallLists(strlen((char *)pstring), GL_UNSIGNED_BYTE, pstring);
in my rendering function, the text color doesn't come out right. I have to call this function one more time for the text color to appear OK. During the next refresh of the screen, the color is still not right and it must be called once again for the text color to come out right. Maybe that's because Im rendering other stuff too.
That was the result on the nvidia driver 23.11 (I will update later)
I tested in software mode and I think the effect was the same (not sure because I cant call the multitexture portion of my code)
Anyway, as a plus, I discovered that glScissor isnt perfect in software mode.
glScissor(value_a, value_b, ....);
is executed as
glScissor(value_a, value_b+1, ....);
in some cases.
Anybody can tell me what's up with my text color issue?
V-man