I've try to do a thing , if I use the
parameter WGL_FONT_POLYGONS in wglUseFontoutlines and
i render the text with another 3d object, this object
has some imperfections, it is visualized with...a strange
cull face, or something similar.
If I use the parameter WGL_FONT_LINES there isn't this problem.
I expect there is a way to "disactivate" fonts after drawing my
text to destroy the problem.
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