I’ve been attempting to render text onto an openGL window using SDL and the SDL_TTF library on windows XP, VS2010.
Versions:
SDL version 1.2.14
SDL TTF devel 1.2.10
openGL (version is at least 2-3 years old).
I have successfully created an openGL window using SDL / SDL_image and can render lines / polygons onto it with no problems.
However, moving onto text it appears that there is some flaw in my current program, I am getting the following result when trying this code here

for those not willing to pastebin here are only the crutial code segments:
void drawText(char * text) {
glLoadIdentity();
SDL_Color clrFg = {0,0,255,0}; // set colour to blue (or 'red' for BGRA)
SDL_Surface *sText = TTF_RenderUTF8_Blended( fntCourier, text, clrFg );
GLuint * texture = create_texture(sText);
glBindTexture(GL_TEXTURE_2D, *texture);
// draw a polygon and map the texture to it, may be the source of error
glBegin(GL_QUADS); {
glTexCoord2i(0, 0); glVertex3f(0, 0, 0);
glTexCoord2i(1, 0); glVertex3f(0 + sText->w, 0, 0);
glTexCoord2i(1, 1); glVertex3f(0 + sText->w, 0 + sText->h, 0);
glTexCoord2i(0, 1); glVertex3f(0, 0 + sText->h, 0);
} glEnd();
// free the surface and texture, removing this code has no effect
SDL_FreeSurface( sText );
glDeleteTextures( 1, texture );
}
segment 2:
// create GLTexture out of SDL_Surface
GLuint * create_texture(SDL_Surface *surface) {
GLuint texture = 0;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
// The SDL_Surface appears to have BGR_A formatting, however this ends up with a
// white rectangle no matter which colour i set in the previous code.
int Mode = GL_RGB;
if(surface->format->BytesPerPixel == 4) {
Mode = GL_RGBA;
}
glTexImage2D(GL_TEXTURE_2D, 0, Mode, surface->w, surface->h, 0, Mode,
GL_UNSIGNED_BYTE, surface->pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
return &texture;
}
Is there an obvious bit of code I am missing?
Thank you for any help on this subject.
I’ve been trying to learn openGL and SDL for 3 days now, so please forgive any misinformation on my part.
EDIT:
I notice that using
TTF_RenderUTF8_Shaded
TTF_RenderUTF8_Solid
Throw a null pointer exception, meaning that there is an error within the actual text rendering function (I suspect), I do not know how this means TTF_RenderUTF8_Blended returns a red square but I suspect all troubles hinge on this.
I think the problem is in the
glEnable(GL_TEXTURE_2D)andglDisable(GL_TEXTURE_2D)functions which must be called every time the text is painted on the screen.And maybe also the color conversion between the SDL and GL surface is not right.I have combined
create_textureanddrawTextinto a single function that displays the text properly. That’s the code:screenshot
I’m initializing OpenGL as follows: