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Re: [pygame] PyGlyph
Kris Schnee wrote:
The PyGlyph examples work except for the unimportant resizing problem,
I'm guessing this is a Windows problem in which the GL context is
destroyed when the window resizes; I've only tested under Linux. If
someone does need a resizable window, they should reload fonts after
resizing on Windows.
but when I tried to apply the code to my own project and draw some
text atop my 3D landscape, nothing appeared. After some
experimentation (like turning off drawing everything else, then
running a dedicated draw-some-text loop instead of my normal drawing
loop), I made a version of PyGlyph's "hello" example in a format I can
use, ie. not using the example framework. This is what happened:
http://kschnee.xepher.net/code/font_test.jpg
(Text that looks like my monitor needs a new ink cartridge, and not
centered.)
This is the code itself:
http://kschnee.xepher.net/code/font_test.py.txt
I'm not sure what the difference is that would cause this trouble.
Something about the way I'm setting up OpenGL? For clarification, I'm
using a function called OpenGLSwitchMode to switch between 2D (ortho)
and 3D drawing modes because I'm trying to put text on the screen in
an otherwise 3D game.
You're setting glOrtho for a window size of 400x300, but the window size
is 640x480. On my computer this simply made it blurry, but I imagine
it's also causing your artifacts too. Change resoltion=(300,400) to
resolution=SCREEN_SIZE to fix.
Alex.