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Home/ Questions/Q 5963175
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Editorial Team
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Editorial Team
Asked: May 22, 20262026-05-22T19:12:36+00:00 2026-05-22T19:12:36+00:00

When using FTGL texture fonts, everything works perfectly until I use another texture somewhere

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When using FTGL texture fonts, everything works perfectly until I use another texture somewhere else in my program. Then the original texture of the font seems to be lost, and as a consequence, the characters are drawn as black dots. After playing with the various parameters of glTexEnvf, I think the problem is simply that the font doesn’t load its default texture back when writing.

Is there a way to access this default texture and bind it before writing?

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  1. Editorial Team
    Editorial Team
    2026-05-22T19:12:37+00:00Added an answer on May 22, 2026 at 7:12 pm

    Try surrounding your calls to rendering the font with

      glPushAttrib(GL_ALL_ATTRIB_BITS);
    

    and

      glPopAttrib();
    

    (as rotoglup suggests.)

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