rendered paste bodydef buildFont(texid): cx=0.0 cy=0.0 base=glGenLists(256) glBindTexture(GL_TEXTURE_2D, texid) loop=0 while loop<256: cx=float(loop%16)/16.0 cy=float(loop/16)/16.0 glNewList(base+loop,GL_COMPILE) glBegin(GL_QUADS) glTexCoord2f(cx,1-cy-0.0625) glVertex2i(0,0) glTexCoord2f(cx+0.0625,1-cy-0.0625) glVertex2i(16,0) glTexCoord2f(cx+0.0625,1-cy) glVertex2i(16,16) glTexCoord2f(cx,1-cy) glVertex2i(0,16) glEnd() glTranslated(10,0,0) glEndList() loop=loop+1 return basedef drawText(string,(x,y),texid,set,base,(xres,yres)): if string=='': return if (set>1): set=1 glColor4f(1.0,1.0,1.0,1.0) glBindTexture(GL_TEXTURE_2D, texid) pMatrix = glGetDoublev( GL_PROJECTION_MATRIX ) mMatrix = glGetDoublev( GL_MODELVIEW_MATRIX ) glMatrixMode( GL_PROJECTION ) glLoadIdentity() gluOrtho2D(0, xres, yres, 0) glMatrixMode( GL_MODELVIEW ) glLoadIdentity() glEnable(GL_TEXTURE_2D) glTranslated(x,y,0) glListBase(base-32+(128*set)) glCallLists(string) glDisable(GL_TEXTURE_2D) glMatrixMode( GL_PROJECTION ) glLoadMatrixd( pMatrix ) glMatrixMode( GL_MODELVIEW ) glLoadMatrixd( mMatrix )