   glutBitmapCharacter and glDrawPixels
  Hi Everyone:I am working on a fluid simulation, and I am using glDrawPixels() to draw a set of pixels I construct based on the simulation.  I find this to be easier at the moment than using glVertex()... etc, because it's only a 2D simulation.  That said, I would like to be able to draw text to the screen, on top of these already drawn pixels.  Initially, I had the following code:drawPixelsToScreen(); // custom function that uses glDrawPixels to draw 500x500char* m = "String of Text";for (int i = 0; i < strlen(m); i++){  glutBitmapCharacter(GLUT_HELVETICA_12, m);}However, what I get out is my original image, but everything seems to be shifted up and to the right.  What I mean is that, originally, I had a 500x500 screen, and only the lower left 1/4 of the original image is visible, in the upper right 1/4 of the viewport.  The remaining 3/4 of the viewport is just solid black.  I think this must have something to do with a messed up viewport setting, but I'm not 100% sure on how glDrawPixels() works inside the pipeline.  Any suggestions on what I might be doing wrong? Thanks, ~Scott
  I'm guessing glutBitmapCharacter changes the raster position. Once you are done with all the glutBitmapCharacter calls, call glRasterPos2i(0, 0) to set it at the origin.   