Reputation: 2134
When using FTGL texture fonts, everything works perfectly until I use another texture somewhere else in my program. Then the original texture of the font seems to be lost, and as a consequence, the characters are drawn as black dots. After playing with the various parameters of glTexEnvf, I think the problem is simply that the font doesn't load its default texture back when writing.
Is there a way to access this default texture and bind it before writing?
Upvotes: 2
Views: 1603
Reputation: 33242
Try surrounding your calls to rendering the font with
glPushAttrib(GL_ALL_ATTRIB_BITS);
and
glPopAttrib();
(as rotoglup suggests.)
Upvotes: 1
Reputation: 4282
I've never used FTGL but you could simply be having problems with the active texture unit.
Did you try using a texture unit other than 0 for your own textures and leaving GL_TEXTURE0 to FTGL ?
The relevant documentation is here if you need it.
Upvotes: 0