I'm using opengl to draw the graphics for simple game like space invaders. So far I have it rendering moving meteorites and a gif file quite nicely. I get the basics. But I just cant get the framebuffer working properly which I indent to render bitmap font to.
The first function will be called inside the render function only when the score changes, This will produce a texture containing the score characters. The second function will draw the texture containing the bitmap font characters to the screen every time the render function is called. I thought this would be a more efficient way to draw the score. Right now I'm just trying to get it drawing a square using the frameBuffer, but it seems that the coordinates range from -1 to 0. I thought the coordinates for a texture went from 0 to 1? I commented which vertex effects which corner of the square and it seems to be wrong.
void Score::UpdateScoreTexture(int* success)
{
int length = 8;
char* chars = LongToNumberDigits(count, &length, 0);
glDeleteTextures(1, &textureScore);//last texture containing previous score deleted to make room for new score
glGenTextures(1, &textureScore);
GLuint frameBufferScore;
glGenTextures(1, &textureScore);
glBindTexture(GL_TEXTURE_2D, textureScore);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glGenFramebuffers(1, &frameBufferScore);
glBindFramebuffer(GL_FRAMEBUFFER, frameBufferScore);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureScore, 0);
GLenum status;
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
std::cout << "status is: ";
std::cout << "\n";
switch (status)
{
case GL_FRAMEBUFFER_COMPLETE:
std::cout << "good";
break;
default:
PrintGLStatus(status);
while (1 == 1);
}
glBindFramebuffer(GL_FRAMEBUFFER, frameBufferScore);
glBegin(GL_POLYGON);
glVertex3f(-1, -1, 0.0);//appears to be the bottom left,
glVertex3f(0, -1, 0.0);//appears to be the bottom right
glVertex3f(0, 0, 0.0);//appears to be the top right
glVertex3f(-1, 0, 0.0);//appears to be the top left
glEnd();
glDisable(GL_TEXTURE_2D);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D,0);
glDeleteFramebuffers(1, &frameBufferScore);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, chars2);
}
void Score::DrawScore(void)
{
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D, textureScore);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex3f(0.7, 0.925, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(0.7, 0.975, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(0.975, 0.975, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f(0.975, 0.925, 0.0);
glEnd();
glFlush();
glDisable(GL_TEXTURE_2D);
}
Any ideas where I'm going wrong?