   othomode and 2d text ?
  Does anyone know why my drawing code does not work withortho mode ?// move one unit into the screenglTranslatef(0.0f, 0.0f, -1.0f);glColor3f(1.0f, 1.0f, 1.0f);glRasterPos2f(-0.35f, 0.0f);glColor3ub(255,255,255);glPushAttrib(GL_LIST_BIT);glListBase(m_uFontStart - 32);glCallLists(strlen(str), GL_UNSIGNED_BYTE, str);glPopAttrib();  And how can i get it to work with ortho mode ??*yes, it does work without orthomode* 
  Post the code you use to setup an orthographic projection.  I suspect the problem will be the glTranslatef line.  Try taking it out.Enigma ;//from CoMaNdoreint vPort[4];glGetIntegerv(GL_VIEWPORT, vPort);glMatrixMode(GL_PROJECTION);glPushMatrix();glLoadIdentity();glOrtho(0, vPort[2], vPort[3], 0, -1, 1); // CoM   glMatrixMode(GL_MODELVIEW);glPushMatrix();glLoadIdentity(); ;  As I thought, everything is being culled by the near clip plane.  Your orthographic projection specifies a near clip plane of -1 and a far clip plane of 1.  You translate by -1 on z, bringing your polygons right onto the near clip plane.EDIT: also, you're going to quickly overflow your matrix stacks unless you pop those matrices you push.Enigma.   [edited by - Enigma on February 8, 2004 11:52:33 AM]