   texture mapped fonts + transparent geometry = mess?
  The issue is that if I render anything in my scene that is transparent, where I achieve transparency by drawing geometry surrounded by these flags:glDisable(GL_LIGHTING);glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);glEnable(GL_BLEND);glEnable(GL_CULL_FACE);<draw geometry>glDisable(GL_BLEND);glDisable(GL_CULL_FACE);glEnable(GL_LIGHTING);Then my texture mapped fonts get messed up, as in they are drawn and show up except with glitches that make them unreadable.I draw my fonts like this:    glBindTexture(GL_TEXTURE_2D, font_texture);    glDisable(GL_DEPTH_TEST);    glMatrixMode(GL_PROJECTION);    glPushMatrix();   glLoadIdentity();   glOrtho(0,width,0,height,-1,1);    glMatrixMode(GL_MODELVIEW);    glPushMatrix();   glLoadIdentity();   glTranslated(x,y,0);   glListBase(base-32+(128*set));   glCallLists(strlen(text),GL_BYTE,text);   //do the actual drawing    glMatrixMode(GL_PROJECTION);    //reset old projection matrix    glPopMatrix();    glMatrixMode(GL_MODELVIEW); //reset old modelview matrix    glPopMatrix();    glEnable(GL_DEPTH_TEST);    //re-enable depth testingIn my main loop I draw the regular geometry and the transparent stuff together then when that is all done I draw the fonts.Can anyone suggest a fix?Cheers!   
  Are parts of the font texture transparent (ie with an alpha layer)? Then you can use alpha testing:glAlphaFunc (GL_GEQUAL, 0.05f); // ie a low valueglEnable (GL_ALPHA_TEST);// and use blending as you already areglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);glEnable (GL_BLEND);// draw stuff