I wrote this code:
void drawWinningScreen(GL10 gl) {
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glPushMatrix();
gl.glLoadIdentity();
font.setTopColor(1, 1, 0);
font.setBottomColor(1, 0, 0);
font.spaceString("You win", 0f, 0f, .7f, .7f, -0.15f, gl);
gl.glPopMatrix();
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glPopMatrix();
int error = gl.glGetError();
}
I think it should work, but it seems to be causing a stack underflow somewhere.
I figured it out. It was because the method has the side effect of setting the matrix mode to GL_PROJECTION. Code after it was expecting the matrix mode to be GL_MODELVIEW.
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