I have a viewport with glOrtho set up and there are some objects that I am drawing that I want behind others. The problem is that I had to turn depth buffering off so that I could get the text working in the viewport.
Is there a way that I can have one object drawn ontop of another without using depth buffering?
or
Is there a way that I can text on the viewport without turing the depth buffering off?
You can draw your objects that requires depth using the depth buffer turned on, and then (when everything else is drawn) draw the text with the depth buffer turned off:
I was under the impression Furrage meant the windows message timer created with SetTimer.
The QueryPerformanceCounter sounds a lot better, but what’s with this: (from MSDN) ‘The QueryPerformanceCounter function retrieves the current value of the high-resolution performance counter, if one exists.’, if one exists? How often can this happen?