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Re: Is this the correct way to draw rotated text with TextRenderer?

Posted by Martin on Jan 19, 2022; 11:06am
URL: https://forum.jogamp.org/Is-this-the-correct-way-to-draw-rotated-text-with-TextRenderer-tp4037443p4041588.html

Hi everyone,

I tried to apply Farrel's receipe with no luck. I can't get the text rotated with this sample code :

    renderer.setColor(color.r, color.g, color.b, color.a);
    renderer.beginRendering(width, height);
   
    gl.glMatrixMode(GL2.GL_MODELVIEW);
    gl.glPushMatrix();
    gl.glRotatef(rotation, 0, 0, 1);
   
    renderer.draw(text, (int) screen.x, (int) screen.y);
    renderer.endRendering();
    renderer.flush();

    gl.glPopMatrix();


I also tried applying the screen position with glTranslatef as Farrel did without more success

    gl.glPushMatrix();
    gl.glRotatef(rotation, 0, 0, 1);
    gl.glTranslatef(screen.x, screen.y, 0);
   
    renderer.draw(text, 0, 0);

This post was in 2016. Is this example still valid in 2021 with JOGL 2.4 or 2.3.2?

What I try to do is mainly to get the Z axis label vertically oriented in the picture below :




I also tried the begin3D and draw3D methods suggested later in this post but this lead to 3D text, not 2D text. Trying to revert the 3D effect requires brain capabilities I don't want to acquire :D