SDL_ttf & OpenGL - text color issue

This is a discussion on SDL_ttf & OpenGL - text color issue within the Game Programming forums, part of the General Programming Boards category; i have a problem trying to get white text to an opengl texture. no matter what i try the best ...

  1. #1
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    Join Date
    Mar 2010
    Posts
    9

    SDL_ttf & OpenGL - text color issue

    i have a problem trying to get white text to an opengl texture.

    no matter what i try the best i can get is either yellow, cyan or purple/pink text depending on the combination of formats ive try, just always seems to be missing a mask.

    make texture
    Code:
    ZGLTexture ConvertTTFSurfaceToGLTexture(SDL_Surface *source){
    		ZGLTexture ztex;
    
    		ztex.size.w = GetPowerOfTwo(source->w);
    		ztex.size.h = GetPowerOfTwo(source->h);
    
    		uint32 Rmask, Gmask, Bmask, Amask;
    		#if SDL_BYTEORDER == SDL_BIG_ENDIAN
    			Rmask = 0xff000000;
    			Gmask = 0x00ff0000;
    			Bmask = 0x0000ff00;
    			Amask = 0x000000ff;
    		#else
    			Rmask = 0x000000ff;
    			Gmask = 0x0000ff00;
    			Bmask = 0x00ff0000;
    			Amask = 0xff000000;
    		#endif
    
                    // did have format based on endianess since how some tutorials i been 
                    //reading had it but sperated it to test since didnt display proper
    		GLenum tex_format;
    		//tex_format = GL_RGBA;
    		//tex_format = GL_BGRA;
    		tex_format = GL_ABGR_EXT;
    
    		SDL_Surface *temp_surf = NULL;
                    // have tried different masks combos with different tex_format but none is right
    		temp_surf = SDL_CreateRGBSurface(0, ztex.size.w, ztex.size.h, 32,
    				Rmask, Gmask, Bmask, Amask);
    
    	    SDL_BlitSurface(source, 0, temp_surf, 0);
    	    SDL_FreeSurface(source);
    
    	    glGenTextures( 1, &ztex.texture );
    
    	    glBindTexture( GL_TEXTURE_2D, ztex.texture );
    
    	    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
    	    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    
    	    glTexImage2D(GL_TEXTURE_2D, 0, 4, temp_surf->w, temp_surf->h, 0,
    	    		tex_format, GL_UNSIGNED_BYTE, temp_surf->pixels );
    
    	    SDL_FreeSurface(temp_surf);
    
    	    return ztex;
    	}
    rendering for now... planned to refine it if i can get it to work right
    Code:
    void Render(){
    		if (font == NULL)
    			return;
    
    		if (text != last_text){
    			SDL_Surface *text_surf = NULL;
    
    			SDL_Color col;
    			col.r = 255;
    			col.g = 255;
    			col.b = 255;
    
    			text_surf = TTF_RenderText_Blended(font, text.c_str(), col);
    
    			glDeleteTextures(1, &ztexture.texture);
    			ztexture = ZImageLoader::loader.TextSurfaceToTexture(text_surf);
    
    			last_text = text;
    		}
    
                    // draws textured quad which works perfect for pngs
    		ZRender::render.Image(ZRect(pos.x, pos.y, ztexture.size.w, ztexture.size.h), 
                                   ZColor(255, 255, 255, 255), ztexture.texture, false, 0, 1.0, 1.0, false, true, 1);
    	}
    how i render images normally and works fine... have tried disabling depth testing but text still messed up

    Code:
    	void Image(const ZRect &rect,
                       const ZColor &color,
                       const GLuint &texture,
                       bool center_origin,
                        float rotate_angle,
                        float scale_x,
                        float scale_y,
                        bool horizontal_flip,
                        bool vertical_flip,
                        const uint8 &z_index) {
    		glLoadIdentity();
    		if (center_origin)
    			glTranslatef(
                               (GLfloat)rect.pos.x+((GLfloat)rect.size.w/2.0f),
                               (GLfloat)rect.pos.y+((GLfloat)rect.size.h/2.0f),
                               0.0f);
    		else
    			glTranslatef((GLfloat)rect.pos.x, (GLfloat)rect.pos.y, 0.0f);
    
    		if (horizontal_flip && vertical_flip)
    			glScalef(-scale_x, -scale_y, 1.0f);
    		else if (horizontal_flip && !vertical_flip)
    			glScalef(-scale_x, scale_y, 1.0f);
    		else if (!horizontal_flip && vertical_flip)
    			glScalef(scale_x, -scale_y, 1.0f);
    		else
    			glScalef(scale_x, scale_y, 1.0f);
    
    		glRotatef(rotate_angle, 0.0f, 0.0f, 1.0f);
    		glBindTexture(GL_TEXTURE_2D, texture);
    
    		GLfloat depth;
    		if (z_index > 10)
    			depth = 1.0f;
    		else
    			depth = (GLfloat)z_index/10;
    
    		GLfloat x, y, w, h;
    		if (center_origin){
    			x = ((GLfloat)rect.size.w/2.0f)*(-1);
    			y = ((GLfloat)rect.size.h/2.0f)*(-1);
    		}
    		else {
    			x = 0;
    			y = 0;
    		}
    		w = rect.size.w;
    		h = rect.size.h;
    
    		glColor4f((GLfloat)color.r/255.0f,
                               (GLfloat)color.g/255.0f,
                               (GLfloat)color.b/255.0f,
                               (GLfloat)color.a/255.0f);
    		glBegin(GL_QUADS);
    			glTexCoord2i(0, 0);
    			glVertex3f(x, y, depth);
    
    			glTexCoord2i(1, 0);
    			glVertex3f(x+w, y, depth);
    
    			glTexCoord2i(1, 1);
    			glVertex3f(x+w, y+h, depth);
    
    			glTexCoord2i(0, 1);
    			glVertex3f(x, y+h, depth);
    		glEnd();
    	}
    didnt have this problem while building and learning on a more modern graphics adapter so may be thinking its a problem with old hardware
    just curious what/if im doing wrong and any possible way to solve it

    TTF_RenderText_Solid works perfect not sure how im messing up masks or the format if thats the issue

    ok so its not hardware issue since i tested on a decent graphics card...
    would appreciate if anyone had any idea at all why color of text surface would be off or missing the rmask in the above code...
    Last edited by illizit; 11-01-2010 at 04:13 PM.

  2. #2
    Registered User
    Join Date
    Mar 2010
    Posts
    9
    solved by adding

    Code:
    SDL_SetAlpha(source, 0, 0);
    to the source surface before blitting it on to the new properly formatted surface

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