Appreciate your help mike, I don’t like to post the code until it’s sort of finished, you only get one shot at a first impression. But I’ll post the whole thing when I’m done. I’ve stripped down the portion to its bare essentials and made it as self contained as possible. Basically it’s a bunch of rotating cubes with some text arranged in a helical shape above it rotating in the same fashion.
for( int i = 0; i < 5; i++) {
if( (page != 1) || (i != 0) ){
if( (page != 3) || (i != 4) ){
if(bUseTexture) covers[10+i].getTextureReference().bind();
ofPushMatrix();
ofTranslate(-200 + i*100, 500, 200);
//ofRotate(ofGetElapsedTimef()*.6 * RAD_TO_DEG, 1, 0, 0);
if(rotate[10+i]){
trans = 100;
ofTranslate(0,0,enlarge);
ofPushMatrix();
//ofRotate(-60, 1,0,0);
ofRotate(ofGetElapsedTimef()*.6 * RAD_TO_DEG, 0, 1, 0);
//ofSetColor(51, 102, 183);
for(int i = 0; i<tracks.size(); i++){
ofPushMatrix();
deg = 360/tracks.size();
deg *= i;
deg = deg * pi / 180;
translatex = 20*sqrt(2)*cos(deg);
translatez = -20*sqrt(2)*sin(deg);
ofTranslate(translatex,height + 30*sqrt(2)*cos(deg/2),translatez);
ofRotate(-ofGetElapsedTimef()*.6 * RAD_TO_DEG, 0, 1, 0);
//ofSetColor(51, 102, 183);
ofSetColor(255,0,0);
songs[i].drawStringAsShapes(tracks[i], 0,0);
//ofDrawBitmapString("heloooo", 0,0);
//ofSetColor(255,255,255);
ofPopMatrix();
trans = 100;
}
ofPopMatrix();
trans = 255;
ofRotate(ofGetElapsedTimef()*.8 * RAD_TO_DEG, 0, 1, 0);
}
ofSetColor(255,255,255);
ofDrawBox(0, 0, 0, 100);
ofPopMatrix();
if(bUseTexture) covers[10+i].getTextureReference().unbind();
}
}
}
the trouble is with the songs[i].drawStringAsShapes(tracks[i], 0,0); whatever color is being set right above it in (for ex. ofSetColor(255,0,0)) is bleeding or mixing with the inherent color of the text (which I don’t know how it’s being set) But when I change it to drawString() it takes on the color correctly but the box being drawn outside of that loop is now taking on the same color or some other color (ofSetColor() that comes right before it), ie the texture appended to it is destroyed. with drawStringAsShapes, the (255,255,255) would keep the texture intact. I just don’t have a very good handle on ofSetColor, what does it impact, how long does it persist, how is it affected by code blocks and conditionals.