http://img357.imageshack.us/img357/1649/sbb.png
http://img150.imageshack.us/img150/7073/sbc.png
I have a bunch of these (view on black background), which I draw using the feedback buffer to define at what window coordinates a bunch of points (corresponding to the images’ centres) end up. However, instead of being correctly blended, they are drawn like this:
Any other texture put in their place renders in the same way, and those textures put elsewhere (i.e. “images mode”, the mode which renders 3d billboards of the galaxies with colour images) render correctly. All of my textures are loaded with libSOIL (http://lonesock.net/soil). glColor3f makes a miniscule difference:
(zoom 4x)
It seems as if every galaxy symbol is drawn on top of itself several times. However, the loop seems to be correct (I use a while loop to run through the feedback buffer), and the only other thing that could be making a difference are my Begin2D()/End2D() functions:
void Begin2D()
{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0, window_width, 0.0, window_height, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
return;
}
void End2D()
{
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
return;
}
which get me into a 2D view. I draw my text between these, and it blends correctly… I think. I’m not sure just how antialiased does the font get.
Anyone with whatever insights on the subject, please help…