Text is rendered as a block of color?

Hello, I have a Radeon 3200 (780G chipset in a netbook) the drivers aren’t the latest as I can’t find anyway to update them to 10.4. I have a Radeon 5870 and the text renders with no problems. The 3200 will render each char as a block of color and no text…

This is not my code, the lib is “oglconsole”


void OGLCONSOLE_Render(OGLCONSOLE_Console console)
{
    /* Don't render hidden console */
    if (C->visibility == 0) return;

    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadMatrixd(C->pMatrix);
 
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadMatrixd(C->mvMatrix);

    glPushAttrib(GL_ALL_ATTRIB_BITS);

/*    glEnable(GL_BLEND);
    glBlendFunc(GL_ONE, GL_ONE);*/

    /* TODO: This SHOULD become an option at some point because the
     * infrastructure for "real" consoles in the game (like you could walk up to
     * a computer terminal and manipulate a console on a computer using
     * oglconsole) already exists; you'd want depth testing in that case */
    glDisable(GL_DEPTH_TEST);

    /* Render hiding / showing console in a special manner. Zero means hidden. 1
     * means visible. All other values are traveling toward zero or one. TODO:
     * Make this time dependent */
    if (C->visibility != 1)
    {
        double d; /* bra size */
        int v = C->visibility;

        /* Count down in both directions */
        if (v < 0)
        {
            v ^= -1;
            C->visibility++;
        }
        else
        {
            v = SLIDE_STEPS - v;
            C->visibility--;
        }

        d = 0.04 * v;
        glTranslated(0, 1-d, 0);
    }

    /* First we draw our console's background TODO: Add something fancy? */
    glDisable(GL_TEXTURE_2D);
    glEnable(GL_BLEND);

    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//    glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_COLOR);
    glColor4d(.1,0,0, 0.5);

    glBegin(GL_QUADS);
    glVertex3d(0,0,0);
    glVertex3d(1,0,0);
    glVertex3d(1,1,0);
    glVertex3d(0,1,0);
    glEnd();

    // Change blend mode for drawing text
    glBlendFunc(GL_ONE, GL_ONE);

    /* Select the console font */
    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, OGLCONSOLE_glFontHandle);

    /* Recolor text */
    glColor3d(0,1,0);

    /* Render console contents */
    glBegin(GL_QUADS);
    {
        /* Graphical line, and line in lines[] */
        int gLine, tLine = C->lineScrollIndex;

        /* Iterate through each line being displayed */
        for (gLine = 0; gLine < C->textHeight; gLine++)
        {
            /* Draw this line of text adjusting for user scrolling up/down */
            OGLCONSOLE_DrawString(C->lines + (tLine * C->textWidth),
                    0,
                    (C->textHeight - gLine) * C->characterHeight,
                    C->characterWidth,
                    C->characterHeight,
                    0);

            /* Grab next line of text using wheel-queue wrapping */
            if (++tLine >= C->maxLines) tLine = 0;
        }

        /* Here we draw the current commandline, it will either be a line from
         * the command history or the line being edited atm */
        if (C->historyScrollIndex >= 0)
        {
            glColor3d(1,0,0);
            OGLCONSOLE_DrawString(
                    C->history[C->historyScrollIndex],
                    0, 0,
                    C->characterWidth,
                    C->characterHeight,
                    0);
        }
        else
        {
            /* Draw input line cyan */
            glColor3d(0,1,1);
            OGLCONSOLE_DrawString(C->inputLine,
                    0, 0,
                    C->characterWidth,
                    C->characterHeight,
                    0);

            /* Draw cursor beige */
            glColor3d(1,1,.5);
            OGLCONSOLE_DrawCharacter('_'-' ',
                    C->inputCursorPos * C->characterWidth, 0,
                    C->characterWidth,
                    C->characterHeight,
                    0);
        }
    }
    glEnd();

    /* Relinquish our rendering settings */
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();

    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();

    glPopAttrib();
}

Thanks

glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); solves the problem?

I was using glGenerateMipmap() and that should work as glGenerateMipmap() works on my other textures with in the game…

Have no clue what the problem would be…