Text on Vincent

hi to everyone:

what’s the way to write on screen te name of the streets… How i use the text?

thanks,
Eym

I havent find a way to do that using the UG… thats why i changed to GLUT|ES

With glut|es you may use the command glutBitmapString

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Wendel B Silva

Yes, i’ve tried, but it doesn’t works…

Why?

The method glutBitmapString disable the use of the light, vertex and normal…

After you call the method, you have to enable the light and everything else… in my case, i had to set ‘again’ the normal and vertex…

glVertexPointer(3, GL_FLOAT, 0, Vertex);	
glNormalPointer(GL_FLOAT, 0, Normal);
glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_NORMAL_ARRAY);

Im not good with english and others may tell you more about that… and also you may try google it.

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Wendel B Silva

ps: theres 2 ways to draw something in the screen… in my case the glutBitmapString is fastest than glutTrueTypeString

I’m sorry, but if i put
“glutBitmapString(GLUT_BITMAP_8_BY_13, 5, 5, “Test”);”
before the rest of instructions, it doesn’t works anyway… why???


   glutBitmapString(GLUT_BITMAP_8_BY_13, 5, 5, "Test");
	   
    glEnable (GL_NORMALIZE);
    glColor4f(0.0f, 0.0f, 0.0f, 1.0f); 
    int indexSeg=GeoDB.GetIndex(); //numero di segmenti da disegnare

    /*Disegna il piano stradale color sabbia.-----------------------*/

    glColor4f(0.79f, 0.75f, 0.35f, 0.0f); 
    //glNormal3f(0.0f, 1.0f, 0.0f);
    //glScalef(xscale, yscale, zscale);
    glVertexPointer(3, GL_FLOAT, 0, plane);
    glEnableClientState(GL_VERTEX_ARRAY);
    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
   other instructions

any help? Nothing to do…

When I use “glutBitmapString(GLUT_BITMAP_8_BY_13, 5, 5, “Test”);” the program start but i didn’t see anything… like the porgram is freeze…

Hope you will work out it soon.

i need your help please!

eym

up!!!

Please show me some of your code!

thanks,
Eym

I have a lot of instructions at my code… let me try simplify the code


glMatrixMode(GL_MODELVIEW);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentify();
glutBitmapString(GLUT_BITMAP_8_BY_13, 5, 35, "Text");
glVertexPointer(3, GL_FLOAT, 0, Vertex);
glNormalPointer(3, GL_FLOAT, 0, Normal);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
gluLookAtf(
  PosX, PosY, PosZ,
  PosX-RotX, PosY, PosZ-RotZ,
  0.0f, 1.0f, 0.0f);
glDrawArrays(GL_TRIANGLE, 0, VertexCount);
glFlush();
gluSwapBuffers();

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Wendel B Silva

Just one observation…

The text appears in the PocketPC Emulator but, in a real pocketpc, the text only appears sometimes, when i have a good fps. If the fps of my application on the real pocketpc get lower, the text doesnt appear on my screen.

I have no idea why that happens.

Wendel B Silva

I’m sorry, but it’s impossible for me in debugging mode to superate the line with glutbitmap: the program seems to internally crash and didn’t visualize anything… any help?

Vincent SC has support for glBitmap and display lists, so both ways (bitmap and vector fonts) explained in the redbook examples will work.

  • HM

Just for curiosity, i have tested glutBitmapString and glutTrueTypeString and glutBitmapString got a better performance.

I would recommend looking up typhoon labs’s tutorials… they use a bitmapped font class to present their fps. I’m sure you could borrow that class. :slight_smile:

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