I am trying to use FreeType (v2) library for 2D drawing in my OpenGL (v4.1) scene using C++. The text is rendered, but not correctly: one glyph hides another. How to prevent this behavior? My drawing code is below:
void CFreeTypeFont::Print(string sText, int x, int y, int iPXSize) {
glBindVertexArray(uiVAO);
glUniform1i(shp->uniform("gSampler"), 0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
int iCurX = x, iCurY = y;
if(iPXSize == -1)iPXSize = iLoadedPixelSize;
float fScale = float(iPXSize)/float(iLoadedPixelSize);
FOR(i, ESZ(sText)) {
if(sText[i] == '\n') {
iCurX = x;
iCurY -= iNewLine*iPXSize/iLoadedPixelSize;
continue;
}
int iIndex = int(sText[i]);
iCurX += iBearingX[iIndex]*iPXSize/iLoadedPixelSize;
if(sText[i] != ' ') {
tCharTextures[iIndex].BindTexture(0);
glm::mat4 mModelView = glm::translate(glm::mat4(1.0f), glm::vec3(float(iCurX), float(iCurY), 0.0f));
mModelView = glm::scale(mModelView, glm::vec3(fScale));
glUniformMatrix4fv(shp->uniform("matrices.modelViewMatrix"),
1, GL_FALSE, glm::value_ptr(mModelView));
// Draw character
glDrawArrays(GL_TRIANGLE_STRIP, iIndex*4, 4);
}
iCurX += (iAdvX[iIndex]-iBearingX[iIndex])*iPXSize/iLoadedPixelSize;
}
glDisable(GL_BLEND);
}
The output is like this:
If I disable blend mode
, then picture clearly shows characters overlaying:
My vertex shader:
#version 410
uniform struct Matrices {
mat4 modelViewMatrix;
} matrices;
uniform float screenWidth;
uniform float screenHeight;
layout (location = 0) in vec2 inPosition;
layout (location = 1) in vec2 inCoord;
out vec2 texCoord;
void main() {
texCoord = inCoord;
vec4 pre = matrices.modelViewMatrix*vec4(inPosition, 0.0, 1.0);
pre.x = pre.x / screenWidth - 1;
pre.y = pre.y / screenHeight - 1;
gl_Position = pre;
}
The fragment shader:
#version 410
in vec2 texCoord;
out vec4 outputColor;
uniform sampler2D gSampler;
uniform vec4 vColor;
void main() {
vec4 vTexColor = texture(gSampler, texCoord);
outputColor = vTexColor*vColor;
}
The results look as if you haven't disabled depth testing when rendering the fonts. The depth-test prevents other glyphs from being drawn at the same position as previous ones.
To disable depth-testing call
glDisable(GL_DEPTH_TEST);