- if (set>1)
- {
- set=1;
- }
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
- glBindTexture(GL_TEXTURE_2D, FontTexture); // Select Our Font Texture
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_LIGHTING);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,width,0,height,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity();
- glTranslated(x,y,0); // Position The Text (0,0 - Bottom Left)
- glScalef(size,size,1); // Reset The Modelview Matrix
- glListBase(base-32+(128*set)); // Choose The Font Set (0 or 1)
- glCallLists(strlen(string),GL_BYTE,string); // Write The Text To The Screen
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ float cx; // Holds Our X Character Coord
+ float cy; // Holds Our Y Character Coord
+ int loop;
+
+ LOGFUNC;
+
+ if (base) {
+ glDeleteLists(base, 512);
+ base = 0;
+ }
+
+ base = glGenLists(512); // Creating 256 Display Lists
+ FontTexture.bind();
+ for (loop = 0; loop < 512; loop++) { // Loop Through All 256 Lists
+ if (loop < 256) {
+ cx = float(loop % 16) / 16.0f; // X Position Of Current Character
+ cy = float(loop / 16) / 16.0f; // Y Position Of Current Character
+ } else {
+ cx = float((loop - 256) % 16) / 16.0f; // X Position Of Current Character
+ cy = float((loop - 256) / 16) / 16.0f; // Y Position Of Current Character
+ }
+ glNewList(base + loop, GL_COMPILE); // Start Building A List
+ glBegin(GL_QUADS); // Use A Quad For Each Character
+ glTexCoord2f(cx, 1 - cy - 0.0625f + .001); // Texture Coord (Bottom Left)
+ glVertex2i(0, 0); // Vertex Coord (Bottom Left)
+ glTexCoord2f(cx + 0.0625f, 1 - cy - 0.0625f + .001); // Texture Coord (Bottom Right)
+ glVertex2i(16, 0); // Vertex Coord (Bottom Right)
+ glTexCoord2f(cx + 0.0625f, 1 - cy - .001); // Texture Coord (Top Right)
+ glVertex2i(16, 16); // Vertex Coord (Top Right)
+ glTexCoord2f(cx, 1 - cy - +.001); // Texture Coord (Top Left)
+ glVertex2i(0, 16); // Vertex Coord (Top Left)
+ glEnd(); // Done Building Our Quad (Character)
+ if (loop < 256)
+ glTranslated(10, 0, 0); // Move To The Right Of The Character
+ else
+ glTranslated(8, 0, 0); // Move To The Right Of The Character
+ glEndList(); // Done Building The Display List
+ } // Loop Until All 256 Are Built