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I have looked at some questions posted here on the matter and still cant work out why my 2d HUD appears but makes my 3d Rendered world disappear.

EDIT: It seems that the 2d scene is taking control of the entire screen so every now and then I can see the 3d scene glitching through the 2d scene. So even though I its only ment to be rendering a quad thats 10 x 10 pixels it renders this then blanks out the rest of the screen.

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(40.0,(GLdouble)x/(GLdouble)y,0.5,20.0);
glMatrixMode(GL_MODELVIEW);
glViewport(0,0,x,y);
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0,-0.5,-6.0);

glPushMatrix();

..Draw some 3d stuff...

glPopMatrix();
// Start 2d
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1, 1);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor3f(0.0f, 255.0f, 1.0f);
glBegin(GL_QUADS);
    glVertex2f(0.0, 0.0);
    glVertex2f(10.0, 0.0);
    glVertex2f(10.0, 10.0);
    glVertex2f(0.0, 10.0);
glEnd();

Then I swap buffers

Here is the order of my code. Its like it makes the 3d space then makes the 2d space which in turn cancels out the 3d space.

See Question&Answers more detail:os

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1 Answer

Took a little while to figure it out, so just in case others have the same issues:

    ...After Drawing 3d Stuff...

glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0, -1.0, 10.0);
glMatrixMode(GL_MODELVIEW);
//glPushMatrix();        ----Not sure if I need this
glLoadIdentity();
glDisable(GL_CULL_FACE);

glClear(GL_DEPTH_BUFFER_BIT);

glBegin(GL_QUADS);
    glColor3f(1.0f, 0.0f, 0.0);
    glVertex2f(0.0, 0.0);
    glVertex2f(10.0, 0.0);
    glVertex2f(10.0, 10.0);
    glVertex2f(0.0, 10.0);
glEnd();

// Making sure we can render 3d again
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
//glPopMatrix();        ----and this?

...Then swap buffers...

:)


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