   Positionning a font
  Hi, I was wondering why my font does not render at the right place on the screen? It always renders at the center...Here is the source.void CFontManager::PrintBitmapFont (int x, int y, UINT nID, COLOR clrText, char *chText, ...){char text [256];va_list ap;bool bLighting = false;if (chText == NULL)return R3D_FAIL;va_start (ap, chText);vsprintf (text, chText, ap);va_end (ap);// Set the parameters for proper renderingglMatrixMode (GL_MODELVIEW);   glLoadIdentity ();glTranslatef (0.0f, 0.0f, -1.0f);gluLookAt (0, 0, 0, 0, 0, 0, 0, 0, 0);if (glIsEnabled (GL_LIGHTING))bool bLighting = true;glDisable (GL_LIGHTING);glDisable (GL_DEPTH_TEST);glEnable (GL_COLOR_MATERIAL);glColorMaterial (GL_FRONT, GL_AMBIENT_AND_DIFFUSE);glColor3f (clrText.fRed, clrText.fGreen, clrText.fBlue);glRasterPos2i (x, y);glPushAttrib (GL_LIST_BIT);glListBase (base - 32);glCallLists (strlen (text), GL_UNSIGNED_BYTE, text);glPopAttrib ();glDisable (GL_COLOR_MATERIAL);glEnable (GL_DEPTH_TEST);if (bLighting)glEnable (GL_LIGHTING);return R3D_OK;}Thanks in advance!   
  To begin with, there are two things you should know about gluLookAt. First, the target and eye position must not be the same position or the forward vector will be a zero vector. Second, the upvector must not be a zero vector either. You have both. For setting the matrices in this case, gluLookAt serves no purpose at all. Just remove it. And another thing, I see no reference to the projection matrix. Sure that one is correct?If this is everything, I don't know, but it's at least one, possibly two, problems with the code.   ;  The problem was with the gluLookAt ()...It was causing the text to render in the center all the time.Thank you!   