bool AppSol::printcon(int r, int g, int b,const char *str, int x , int y) { if (!g3d->BeginDraw (CSDRAW_2DGRAPHICS)) { return 0; } iGraphics2D* g2d = g3d->GetDriver2D (); font = g2d->GetFontServer()->LoadFont(CSFONT_LARGE); int glyphWidth, glyphHeight; font->GetMaxSize (glyphWidth, glyphHeight); int white = g3d->GetDriver2D ()->FindRGB (r, g, b); g3d->GetDriver2D ()->Write (font, x ,g3d->GetDriver2D ()->GetHeight () - (glyphHeight == -1? 20 : (glyphHeight+1)) - y,white, 0, str); } if (!g3d->BeginDraw (CSDRAW_2DGRAPHICS)) return; // Tell the camera to render into the frame buffer. view->Draw (); // Output 2d Info on top of 3d info iGraphics2D* g2d = g3d->GetDriver2D (); g2d->Clear(0); font = g2d->GetFontServer()->LoadFont(CSFONT_LARGE); // Show camera pos printcon ( 255,0 , 0 , c->GetSector()->QueryObject()->GetName() , 150,80 ); //printf( "%s" , c->GetSector()->QueryObject()->GetName() ); csV3PrintCon ( 140, 40 , c->GetTransform().GetOrigin() ); Box_Meshs(); //game.Draw_Solar_Sys(); game.List_Meshs(); //game.List_Textures(); //game.List_Materials(); game.List_Sectors(); ..... void Game::List_Sectors() { iSector* sector; iSectorList* sectorlist; int intsectorcount; std::ostringstream myStream; std::string num_sector; csRef engine = app->GetEngine(); if (!engine) printf("Game::List_Textures():Failed to locate iEngine renderer!"); sectorlist = engine->GetSectors(); intsectorcount = sectorlist->GetCount(); myStream << intsectorcount; num_sector = "#Sectors: " + myStream.str() ; int x = 100; int y = 100; printcon( 255,0,0, num_sector.c_str() , x , y ); for (int i=0 ; iGet(i); printcon( 255,0,0, sector->QueryObject ()->GetName() , x , y - (10*(i+1)) ); } // end for list sector }