I see it's not solved, I made this minimalist example witch should reproduce the same behavior ( It works for me)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
sf::String sText("Text");
sText.SetPosition(100, 100);
GameApp.Window.Draw(sText);
gluLookAt(...);
GameApp.mdRoom.Draw(); //Draws a model...or not :)
but if we put it like this
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
sf::String sText("Text");
sText.SetPosition(100, 100);
GameApp.Window.Draw(sText);
gluPerspective(45.0f,(GLfloat)SCREEN_WIDTH/(GLfloat)SCREEN_HEIGHT,0.1f,1000000.0f);
gluLookAt(...);
GameApp.mdRoom.Draw(); //Draws a model...or not :)
It works almost correctly (everything what is drawn is in front of text but we haven't pushed stack so just forget it), so it can be problem in zFar parameter of gluPerspective function, but sometimes I had something drawn no matter where it was so it could be also zNear, anyway, you could investigate and see where the problem lies, and then fix it
preserveopenglstate doesn't have any effect on this
Peter