I have encountered a rather annoying bug with the TextRenderer.
I wanted to implement my own RenderDelegate to add a simple shade and outline effect on my text, but found that the backstore got currupted under certain circumstances when my delegate returned false in intensityOnly(). I’ve tried my best to isolate the problem in a test case, and the result is attached this post as a java file. It apparently happens when I draw a series of long dynamic strings after which I draw a smaller string. The most frustrating thing about this is that when I enable jogl.debug.TextRenderer the darn thing works like a charm! This made me think that the TextureRenderer fails to clear it’s content when in non-“alpha only” mode, and simply by showing this texture (as you do in debug mode) the backstore gets properly flushed or whatever. Anyway that was a sick theory of mine
Screenshot
http://nerf.dk/images/textbug.gif
(the text in this shot should read “Simple String”)
Test case:
DebugTextRenderer.java
Does anyone else have similar experiences with the TextRenderer?
My setup is as follows
GL Strings:
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 6800/AGP/SSE2
GL_VERSION: 2.0.3
OS:
Windows XP SP2
Graphic driver:
ForceWare version: 91.31
JDK:
1.5.0_06