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Home/ Questions/Q 8115215
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Editorial Team
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Editorial Team
Asked: June 6, 20262026-06-06T03:23:42+00:00 2026-06-06T03:23:42+00:00

I use a TextRenderer (com.jogamp.opengl.util.awt.TextRenderer) to draw text to the screen, however after I

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I use a TextRenderer (com.jogamp.opengl.util.awt.TextRenderer) to draw text to the screen, however after I load some textures (which otherwise work ok) the text is no longer text but little parts of one of the textures I have loaded.

I load the textures like so…

    gl2.glBindTexture(GL.GL_TEXTURE_2D, unit);
    gl2.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1);
    gl2.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL2.GL_CLAMP);
    gl2.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL2.GL_CLAMP);
    gl2.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
    gl2.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
    gl2.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE);
    gl2.glTexImage2D (GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, getWidth(), getHeight(), 
            0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, pixMap.getData());
    gl2.glEnable(GL.GL_TEXTURE_2D);
    pixMap.dispose();
    pixMap = null;

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  1. Editorial Team
    Editorial Team
    2026-06-06T03:23:43+00:00Added an answer on June 6, 2026 at 3:23 am

    My comment to Banthar’s comment. See above!

    I was not using glGenTextures as I wanted control over the reference number of the texture, thought I knew what I was doing lol. Yes of course, the font is loading a texture into the GPU and then I overwrite it, thanks for pointing that out to me.

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