OpenGL glCallLists在Windows 7上绘制不正确的字符

Jon*_*ter 5 c++ opengl windows-7

我有一个用Visual C++ 6编写的旧应用程序.此应用程序的一部分是将文本绘制到位图中.这在Windows XP上运行正常,但是当在Windows 7上运行相同的代码时,所有文本都在ASCII表中移动一个位置.

例如,"Category"成为"B'sdfnqx".

是什么导致了这个以及如何解决这个问题?

编辑:抱歉,但上面的描述有些不正确.当我在代码中看到DrawText函数时,我认为它是GDI函数.当我进入它时,结果是作者已经创建了自己DrawText正在使用的功能OpenGL.我不知道,OpenGL所以现在已经失控了.它调用glCallLists将文本(存储在a中CString)传递给此函数.

完整的类代码如下.注意:它是DrawText函数中的glCallLists函数导致问题.

OGLFontClass::OGLFontClass()
{
    m_id = -1;
}

OGLFontClass::~OGLFontClass()
{
    Clear();
}

void OGLFontClass::Clear()
{
    if( m_id != -1 )
    {
        glDeleteLists(m_id,255);
        m_id = -1;
    }
}

void OGLFontClass::Initialise(CString fontname, int size, HDC hDC)
{
    m_HDC = hDC;
    m_id = glGenLists(255);
    ::DeleteObject( m_FONT );

    m_FONT = CreateFont(    -size,              // Height Of Font ( NEW )
                            0,              // Width Of Font
                            0,              // Angle Of Escapement
                            0,              // Orientation Angle
                            FW_NORMAL,          // Font Weight
                            FALSE,              // Italic
                            FALSE,              // Underline
                            FALSE,              // Strikeout
                            ANSI_CHARSET,           // Character Set Identifier
                            OUT_TT_PRECIS,          // Output Precision
                            CLIP_DEFAULT_PRECIS,        // Clipping Precision
                            ANTIALIASED_QUALITY,        // Output Quality
                            FF_DONTCARE|DEFAULT_PITCH,  // Family And Pitch
                            fontname);          // Font Name

    HFONT oldfont = (HFONT)SelectObject(hDC, m_FONT);       // Selects The Font We Want
    wglUseFontBitmaps(hDC, 0, 255, m_id );          // Builds 96 Characters Starting At Character 32
    ::SelectObject( hDC, oldfont );
}

void OGLFontClass::DrawText( float x, float y, CString str )
{
    glRasterPos3f(x,y, 0);

    glPushAttrib(GL_LIST_BIT);
        glListBase(m_id);
        glCallLists(str.GetLength(), GL_UNSIGNED_BYTE, str.GetBuffer(0));
    glPopAttrib();
}

void OGLFontClass::DrawText(int x, int y, int r, int g, int b, CString text)
{
    glMatrixMode(GL_PROJECTION);

    glPushMatrix();
    glLoadIdentity();// Reset The View

    HWND hWnd = ::WindowFromDC(wglGetCurrentDC() );

    RECT rc;
    ::GetClientRect( hWnd, &rc );

    int CX = rc.right;//::GetSystemMetrics( SM_CXSCREEN );
    int CY = rc.bottom;//::GetSystemMetrics( SM_CYSCREEN );

    gluOrtho2D (0,::GetSystemMetrics(SM_CXSCREEN),::GetSystemMetrics(SM_CYSCREEN), 0);

    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();

    glColor3ub(r,g,b);  

    glRasterPos2d( x, y );   // had to do this to get the text to line up where i want it

    //glDisable(GL_TEXTURE_2D);

    glPushAttrib(GL_LIST_BIT);      // Pushes The Display List Bits     ( NEW )
    glListBase(m_id);               // Sets The Base Character to 32    ( NEW )

    unsigned char* szTemp = new unsigned char[text.GetLength()+1];
    strcpy((char*)szTemp, text);

    glCallLists(strlen((char*)szTemp), GL_UNSIGNED_BYTE, szTemp);   // Draws The Display List Text  ( NEW )

    delete[] szTemp;

    glPopAttrib();                      // Pops The Display List Bits   ( NEW )

    glPopMatrix();

    glMatrixMode(GL_PROJECTION);

    glPopMatrix();

    glMatrixMode(GL_MODELVIEW);
}

void OGLFontClass::DrawRightText( int x, int y, int r, int g, int b, CString text )
{
    glMatrixMode(GL_PROJECTION);

    glPushMatrix();
    glLoadIdentity();// Reset The View

    HWND hWnd = ::WindowFromDC(wglGetCurrentDC() );

    RECT rc;
    ::GetClientRect( hWnd, &rc );

    float CX = (float)::GetSystemMetrics( SM_CXSCREEN );
    float CY = (float)::GetSystemMetrics( SM_CYSCREEN );
    float fMultiplier = CX / CY;

    gluOrtho2D (0,::GetSystemMetrics(SM_CXSCREEN),::GetSystemMetrics(SM_CYSCREEN), 0);

    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();

    int nPos = x;

    glColor3ub(r,g,b);  
    //glDisable(GL_TEXTURE_2D);

    glPushAttrib(GL_LIST_BIT);      // Pushes The Display List Bits     ( NEW )

    glListBase(m_id);               // Sets The Base Character to 32    ( NEW )

    for( int i = text.GetLength() - 1; i >= 0; i-- )
    {
        CString sChar = text.GetAt(i);

        glRasterPos2d(nPos,y);   // had to do this to get the text to line up where i want it
        glCallLists(1, GL_UNSIGNED_BYTE, sChar);    // Draws The Display List Text  ( NEW )

        if ( i > 0 )
        {
            CString sNextChar = text.GetAt(i-1);

            SIZE szWidth = GetTextExtent(sNextChar);
            szWidth.cx += 1;
            szWidth.cx *= fMultiplier;
            szWidth.cx += 1;

            nPos -= szWidth.cx;
        }
    }

    //glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);    // Draws The Display List Text  ( NEW )

    glPopAttrib();                      // Pops The Display List Bits   ( NEW )

    glPopMatrix();

    glMatrixMode(GL_PROJECTION);

    glPopMatrix();

    glMatrixMode(GL_MODELVIEW);

}

CSize OGLFontClass::GetTextExtent(CString text, float fFactor)
{
    SIZE sz;
    HFONT oldfont = (HFONT) SelectObject(m_HDC, m_FONT);
    GetTextExtentPoint32(m_HDC,text,strlen(text),&sz);

    SelectObject(m_HDC, oldfont);

    sz.cx *= 0.2;
    sz.cy *= 0.2;

    return sz;
}
Run Code Online (Sandbox Code Playgroud)

现在我根本不知道openGL,但我假设glCallLists只是将字符串重新解释为字节数组,在Windows XP和Windows 7之间存在一些问题.也许是unicode问题还是什么?可能是32位Windows操作系统与64位操作系统?

这现在是否会出现更明显的问题?

tru*_*cks 0

我发现了这一点,因为这就是我所怀疑的。我实际上怀疑这是一个 UNICODE 的东西。几年前,当我尝试迁移到 Visual C++ 的更高版本时,我注意到了这一点。问题很可能是 2003 年以后的编译器自动将 CStrings 类型定义为 wchar_t。看看下面的链接项目。

http://social.msdn.microsoft.com/forums/en-US/vclanguage/thread/fa43f4aa-1822-405e-a95f-9b6377b64352