   Bitmap Fonts and 3D Objects
  I was wondering how to display bitmap fonts and a rendered 3D scene on the screen at the same time. Currently, I am rendering the 3D object, disabling texturing, and telling the text to print (using glRasterPos2f()), but the text will not show up. A few things:1. The text color is set to white on a black background2. The text displays just fine when nothing else is on the screen with itI''m going gray here trying to figure out how to do this. ANY help would be much appreciated. Thanks.   -- Joe Teague 
  load the identity matrix before rendering your text, also translate into the screen a small amount so you can see the text. ;  Thanks for the prompt reply, but that didn''t work either. Should I render the text or the 3D objects first? Or do bitmap fonts and 3D just not go well with each other?   -- Joe Teague ;  render the text after, and it should be on top, unless it''s geographically underneath.Try commenting out your 3d scene, and seeing where the text is. If it''s beneath the 3d scene, or something, then adjust the RasterPos accordingly. Paste your glDrawScene code too if you don''t mind, so we can look at it and try it ourselves ;  Damn, I feel like an idiot. I went to copy my code to post it here and noticed that I had fed glRasterPos2f -55.0f and 35.0f instead of -.55f and -.35f. Thanks to you both. It works just fine now. ;  The code, just in case you still want it, is this:if (currentmode == 1){glEnable (GL_TEXTURE_2D);glColor4f (1.0f, 1.0f, 1.0f, 0.5f);DrawTheCube(x, y, z, rot_x, rot_y, rot_z, speed_x, speed_y, speed_z, texture[filter]);glDisable (GL_TEXTURE_2D);glLoadIdentity();glTranslatef(0.0f, 0.0f, -1.0f);glColor3f(1.0f, 1.0f, 1.0f);glRasterPos2f(-.55f, .35f);glPrint("Text Test");}My glPrint function is similar to the one in NeHe''s tutorials, although I''ve spiced it up a bit (no, I didn''t just copy and paste it originally). The DrawCube function does just that: draws a cube with various values (taken from keyboard input) used to position it on the screen. texture[filter] is just, obviously, which texture to use. There are several different things the prog can display so far (text, shapes, __primitive__ landscapes, etc.). The if (currenmode == ?) lines determine which to display from user input. 