I'm trying to draw a text to the screen in LWJGL following this tutorial. The problem is that when ever I draw a text to the screen, it draws perfectly but when I draw a quad with the text, the quad does not show.
Game class
package moa.bermudez;
import static org.lwjgl.opengl.GL11.*;
import java.awt.Font;
import java.io.InputStream;
import moa.bermudez.utils.Artist;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.newdawn.slick.TrueTypeFont;
public class Game
{
public static final int WIDTH = 320;
public static final int HEIGHT = WIDTH * 9 / 16;
public static final int SCALE = 3;
public static final String NAME = "----";
public static final float VERSION = 0.1f;
public static final int MAX_FPS = 60;
private TrueTypeFont font;
private boolean fontAS = true;
public Game()
{
try
{
Display.setDisplayMode(new DisplayMode(WIDTH * SCALE, HEIGHT * SCALE));
Display.setTitle(NAME + " " + VERSION);
Display.create();
} catch(LWJGLException e)
{
e.printStackTrace();
Display.destroy();
}
init();
while(!Display.isCloseRequested())
{
setCamera();
update();
Display.sync(MAX_FPS);
}
Display.destroy();
}
public void update()
{
glClear(GL_COLOR_BUFFER_BIT);
font.drawString(0, 0, "This text is showing");
Artist.drawQuad(0, 0, 100, 100); // This is not showing.
Display.update();
}
public void setCamera()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, WIDTH * SCALE, HEIGHT * SCALE);
glOrtho(0, WIDTH * SCALE, HEIGHT * SCALE, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
public void init()
{
try {
InputStream inputStream = moa.bermudez.fonts.Font.DEFAULT_FONT;
Font awtFont = Font.createFont(Font.TRUETYPE_FONT, inputStream);
awtFont = awtFont.deriveFont(24f);
font = new TrueTypeFont(awtFont, fontAS);
} catch (Exception e) {
e.printStackTrace();
}
}
public static void main(String[] args)
{
new Game();
}
}
Artist's DrawQuad method
public static void drawQuad(float x, float y, float width, float height)
{
glBegin(GL_QUADS);
glColor3d(0, 0, 1);
glVertex2f(x, y);
glVertex2f(x + width, y);
glVertex2f(x + width, y + height);
glVertex2f(x, y + height);
glEnd();
}
After searching, I found a solution to this from this stackoverflow post
Not calling glEnable(GL_BLEND) in initGL but calling glEnable(GL_BLEND) when you draw the text should make it work.
glEnable(GL_BLEND);
font.drawString(0, 0, "This is a text that should appear");
glDisable(GL_BLEND);