   Bug with wglUseFontOutlines ?!?
  I''ve created a character list using wglUseFontOutlinesworks fine, but ...After I displayed a text, e.g. with glListBase(base);glCallLists(5, GL_UNSIGNED_BYTE, "HELLO");the text looks fine, but all other objects in my scene are reversed from inner to outer, I see all inner faces instead all outer facesthis is only, when is use wglUseFontOutlines with WGL_FONT_POLYGONS, with WGL_FONT_LINES everything works correct and I''m looking at my outer facesDoes anybody know why, and how to fix this ??? 
  Looks like the cull face mode has been changed while drawing that font.Try glCullFace(GL_BACK) (or glCullFace(GL_FRONT)) before drawing your polys or if you don''t want no culling at all, try glDisable(GL_CULL_FACE).;  This effect only occurs whentwo sided light modeling is usedglLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);everything works fine withglLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);?????????????????????????????????????????????????????Where can I find out more about wgl functions and their internal structure ? ;  PS: glCullFace functions don''t show any effect ;  SOLUTION:Display lists created with wglUseFontOutline sometimes changes from glFrontFace(gl_ccw) (Standard) to glFrontFace(gl_cw) when they are executed.So after you call the display list, set glFrontFace back to counterclockwise (gl_ccw)