   DrawText - is not applying any color?
  hey alltogether...Well, my project is nearing its end, one more day to go and I decided to add a small interface into my engine.I want to draw text onto the screen showing how much time elapsed, points, ect. the usual stuff.I create the font here:void display_class::create_font(){D3DXFONT_DESC fd;ZeroMemory(&fd, sizeof(D3DXFONT_DESC));fd.Height= 50;fd.Width= 24;fd.Weight= 1000;fd.Quality= ANTIALIASED_QUALITY;fd.Italic= false;fd.CharSet= DEFAULT_CHARSET;strcpy(fd.FaceName, "Arial");// fontfont = 0;// Create a D3DX font objectD3DXCreateFontIndirect(Device, &fd, &font);}and finally draw it like this:void display_class::display_text(){ // Create a colour for the text - in this case blue //D3DCOLOR fontColor = D3DCOLOR_ARGB(255,255,0,0);   D3DCOLOR fontColor = D3DCOLOR_XRGB(255, 0, 0); // Create a rectangle to indicate where on the screen it should be drawn RECT rct; rct.left=2; rct.right=180; rct.top=10; rct.bottom=rct.top+20;   // Draw some text  font->DrawText(NULL, "### TEST ###", -1, &rct, DT_LEFT|DT_NOCLIP, fontColor );}what works fine with one problem, I can't set any color to the text, it is always white. Since I don't get an error message (it just works without applying any color) I don't really know what is going wrong at that point...What am I doing wrong?   
  right, okay...I found out why, even though I am not entirely sure what was the reason.If I draw the text at the end of my render loop (after all the other stuff got handled) it works just fine, with color.;  Maybe you forgot to disable GL_TEXTURE_2D   