OpenGL Text Rendering con representación 3D

void TextRenderer::RenderTextRenderer(const Shader& shader, const RenderingEngine& renderingEngine, const Camera& camera)
{
    // Enable blending and set the blend function so that the text is rendered instead of the quads
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    // Disable the depth test since the text is being rendered in 2D
    glDisable(GL_DEPTH_TEST);

    this->TextShader.Bind();
    this->TextShader.UpdateUniformsTextRenderer(renderingEngine);

    /**
    * NEW CODE
    * Set the sampler named "H_text" to have index 0
    * When glActiveTexture(GL_TEXTURE0) is called, and a texture is later bound,
    * OpenGL is being told that the sampler named "H_text" should use that specific bound texture
    */
    glUniform1i(glGetUniformLocation(TextShader.GetShaderData()->GetProgram(), "H_text"), 0);

    RenderText("TEST testpqli", 20, 20, 1);

    // Enable the depth test again so that the 3D rendering will be correctly rendered in the next frame
    glEnable(GL_DEPTH_TEST);

    /**
    * Optionally disable the blending
    * Can be removed since the 3D world might have some parts that needs to be rendered (semi-)transparent
    */
    glDisable(GL_BLEND);
}
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