Hello,
I would like to display japanese text in opengl.
Basically I m using the same code as found on the web using:
wglUseFontBitmaps(hDC, 0, 255, nBaseList);
and
glCallList(myText.GetLength(), GL_UNSIGNED_BYTE, (const
char*)myText.GetString());
and I try to display japanese text directly.
But on the screen I only have grabage character.
I looked for more information on this in the archive but I haven t found
any solution.
Any hints on what to look for ?
Thanks a lot,
Dlp
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DLPnet
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3/28/2006 1:21:55 PM |
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Ok Stop !
I found the jtext.c example from microsoft and this seems to work
correctly (but I m no more using wglUseFontBitmap ... why this is not
working ?)
Thanks !
Dlp
DLPnet wrote:
> Hello,
>
>
> I would like to display japanese text in opengl.
>
> Basically I m using the same code as found on the web using:
> wglUseFontBitmaps(hDC, 0, 255, nBaseList);
>
> and
>
> glCallList(myText.GetLength(), GL_UNSIGNED_BYTE, (const
> char*)myText.GetString());
>
>
> and I try to display japanese text directly.
>
> But on the screen I only have grabage character.
>
> I looked for more information on this in the archive but I haven t found
> any solution.
>
> Any hints on what to look for ?
>
> Thanks a lot,
>
> Dlp
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DLPnet
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3/28/2006 2:04:10 PM
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DLPnet <dlpnet-@-free.fr> wrote in
news:44294251$0$12874$626a54ce@news.free.fr:
>>
>> glCallList(myText.GetLength(), GL_UNSIGNED_BYTE, (const
>> char*)myText.GetString());
If you are using unicode, then you shouldn't be casting the string to
char*, but wchar_t* instead.
In fact, use TCHAR's instead through your program, so you don't need to
worry about unicode/non-unicode versioning.
--
David Lewis
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David
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4/7/2006 8:23:15 AM
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2 Replies
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