I wrote a font render based on the example in the sdk yet I have an odd issue. Regardless if I render it prior or after my scene. My text apears behind my 3d objects (have to pan the camera to a spot where no 3d is rendered just to see the text).
The sample renders using sprites/quads and GU_TRANSFORM_2D flag.
Is there some strange render priority between 2d & 3d transformation? Or is there just something simple i need to do to make the font render on top?
-- Edit --
Never mind. I do have to disable depth_test vs just setting the depth_mask.
GU_TRANSFORM_2D Question -- never mind --
GU_TRANSFORM_2D Question -- never mind --
Last edited by subbie on Fri Aug 18, 2006 6:22 pm, edited 1 time in total.
Well actualy the Z value was 0.0f, So unless maybe my scene was rendered above 0, I am a little confused why text went behind transformed geometry.chp wrote:Either that, or you could set a better z-value on your 2D text, it still applies even though the 3D transform is disabled. Could be nice if you intend to render your 2D hud in layers. Setting your raw Z-value to 1.0f would result in a value of 65535 in the zbuffer.