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Author Topic: sf::Text not rendering properly  (Read 3929 times)

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lolz123

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sf::Text not rendering properly
« on: May 08, 2011, 04:08:11 pm »
Hello,

I have created a game using SFML and OpenGL directly, and I wanted to display the script console in the game. However, when I try to render the text, it either uses the previously bound texture (if textures are enabled) or just renders the polygon on which the character is supposed to appear with a solid colored background (textures disabled). In order to mix the SFML OpenGL implementation and my own, I used the sf::RenderTarget functions SaveGLStates and RestoreGLStates to preserve the OpenGL state. The code show below gives me textured boxes instead of text:

Code: [Select]
// Render text
text.SetFont(sf::Font::GetDefaultFont());
text.SetString("bla bla bla");
text.SetColor(sf::Color(18, 128, 34));
text.SetStyle(sf::Text::Regular);

appRenderer.SaveGLStates();
appWindow.Draw(text);
appRenderer.RestoreGLStates();


What could be causing this problem?
Have you heard about the new Cray super computer?  It’s so fast, it executes an infinite loop in 6 seconds.

Laurent

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sf::Text not rendering properly
« Reply #1 on: May 08, 2011, 04:18:11 pm »
Could we see a complete and minimal code that reproduces the problem?
Laurent Gomila - SFML developer

lolz123

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sf::Text not rendering properly
« Reply #2 on: May 08, 2011, 06:47:42 pm »
Argh! I made a little test program to narrow down the problem, but the application crashes on exit with the following code (I am using the exact same library versions as in my game):

Code: [Select]
#include <SFML\Window.hpp>
#include <SFML\OpenGL.hpp>
#include <SFML\Graphics.hpp>
#include <string>
 
int main(int argc, char* args[])
{
sf::RenderWindow appWindow;
sf::Renderer appRenderer(appWindow);

// Create a settings description struct
sf::ContextSettings settings;

// Settings for app window
settings.AntialiasingLevel = 4;

// Create the app window
appWindow.Create(sf::VideoMode(800, 600, 32), "SFML Text", sf::Style::Close, settings);

// Enable Smooth Shading
glShadeModel(GL_SMOOTH);

// Black Background
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

// Depth Buffer Setup
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);

// Really Nice Perspective Calculations
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

// Resize perspective to fit screen aspect ratio
glViewport(0, 0, 800, 600);

// Enable alpha rendering (transparency) in textures
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

// Enable alpha blending
glEnable(GL_BLEND);

// Enable texture mapping
glEnable(GL_TEXTURE_2D);

// Enable backface culling
glEnable(GL_CULL_FACE);

if(glGetError() != GL_NO_ERROR)
abort();

// Additional settings
appWindow.SetFramerateLimit(60);
appWindow.EnableVerticalSync(true);

const sf::Input &inpt(appWindow.GetInput());

sf::Text t;
t.SetFont(sf::Font::GetDefaultFont());
t.SetString("bla bla bla");

sf::Event e;
bool quit = false;

while(!quit)
{
while(appWindow.GetEvent(e))
{
// Window closed
if (e.Type == sf::Event::Closed)
quit = true;
}

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glColor4f(0.3f, 0.5f, 0.3f, 1.0f);

glBegin(GL_QUADS);
glVertex2f(10.0f, 0.0f);
glVertex2f(10.0f, 10.0f);
glVertex2f(0.0f, 10.0f);
glVertex2f(0.0f, 0.0f);
glEnd();

appRenderer.SaveGLStates();
appWindow.Draw(t);
appRenderer.RestoreGLStates();
appWindow.Display();
}

appWindow.Close();
 
    return EXIT_SUCCESS;
}


It doesn't crash on exit if I remove the line containing the
Code: [Select]
appWindow.Draw(t); call.

What is going on here?
Have you heard about the new Cray super computer?  It’s so fast, it executes an infinite loop in 6 seconds.

Laurent

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sf::Text not rendering properly
« Reply #3 on: May 08, 2011, 07:46:52 pm »
Code: [Select]
sf::Renderer appRenderer(appWindow);
What the hell are you doing? ;)
As stated in the doc, this class is not for public use, unless you're implementing your own sf::Drawable derived class.

Quote
crashes on exit

ATI graphics card with Catalyst > 10.9?
Laurent Gomila - SFML developer

lolz123

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sf::Text not rendering properly
« Reply #4 on: May 08, 2011, 08:19:34 pm »
I read somewhere that when using both plain OpenGL functions in a mix with the SFML ones that the only way to preserve the OpenGL states was to use those functions found in the Renderer class. I could do it with plain OpenGL commands, such as glPushAttribute, but using the Renderer class seemed easier. :)

I upgraded my catalyst to the latest version, but it still crashes when the window closes. The call stack trace brings me to a different line than before for some reason, but it is still in the OpenGL device context class.
Have you heard about the new Cray super computer?  It’s so fast, it executes an infinite loop in 6 seconds.

Laurent

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sf::Text not rendering properly
« Reply #5 on: May 08, 2011, 08:36:52 pm »
Quote
I read somewhere that when using both plain OpenGL functions in a mix with the SFML ones that the only way to preserve the OpenGL states was to use those functions found in the Renderer class. I could do it with plain OpenGL commands, such as glPushAttribute, but using the Renderer class seemed easier.

Nop, you must use the same functions but from the sf::RenderWindow (sf::RenderTarget) class. They internally forward to their renderer.

Quote
I upgraded my catalyst to the latest version, but it still crashes when the window closes. The call stack trace brings me to a different line than before for some reason, but it is still in the OpenGL device context class.

Like I said, it happens with Catalyst > 10.9 so upgrading doesn't help ;)
What helps is static linking, or not using the default font at all.
Laurent Gomila - SFML developer

lolz123

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sf::Text not rendering properly
« Reply #6 on: May 08, 2011, 10:14:32 pm »
It doesn't do it with just the default font, it happens with all fonts.
Before I upgraded to the latest Catalyst, I had Catalyst 9.7 and it didn't work either.
Have you heard about the new Cray super computer?  It’s so fast, it executes an infinite loop in 6 seconds.

Laurent

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sf::Text not rendering properly
« Reply #7 on: May 09, 2011, 07:49:14 am »
Quote
It doesn't do it with just the default font, it happens with all fonts.

To avoid instanciating the default font, you must never instanciate a sf::Text with the default constructor.

This:
Code: [Select]
sf::Text t;
t.SetFont(font);
t.SetString("bla bla bla");

... won't work, you must do this:
Code: [Select]
sf::Text t("bla bla bla", font);

Quote
Before I upgraded to the latest Catalyst, I had Catalyst 9.7 and it didn't work either.

Sorry, it's not that bug. This one happens with all versions of the driver, indeed.
Laurent Gomila - SFML developer

tntexplosivesltd

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sf::Text not rendering properly
« Reply #8 on: May 09, 2011, 08:56:59 am »
Quote from: "Laurent"

Sorry, it's not that bug. This one happens with all versions of the driver, indeed.

I hate ATI -_-

lolz123

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sf::Text not rendering properly
« Reply #9 on: May 10, 2011, 01:18:44 am »
Yup, that worked. Thanks for the help!
Have you heard about the new Cray super computer?  It’s so fast, it executes an infinite loop in 6 seconds.