I'm trying (and trying and trying) to display some text on an Iphone using OpenGL ES.
I'm using a Texture2D Class that transform the text in a texture, which is later applied to a quad. What I get on screen is just the quad, with no text inside. Googling around I have found other guys having exactly the same issue, so I'm wondering if anybody here has a hint.
Thanks for any help, the code I'm using is this:

Code :
	Texture2D* _textures[1];
	_textures[0] = [[Texture2D alloc] initWithString:@"0123456789" dimensions:CGSizeMake(1,1) alignment:UITextAlignmentLeft fontName:@"Arial" fontSize:12];
 
	//Set up OpenGL projection matrix
	glMatrixMode(GL_PROJECTION);
	glMatrixMode(GL_MODELVIEW);
 
	//Initialize OpenGL states
	glEnable(GL_TEXTURE_2D);
	glEnable(GL_BLEND);
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glClearDepthf(1.0f);
 
	glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
	glViewport(0, 0, backingWidth, backingHeight);
 
	glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
	glLoadIdentity();
	glOrthof(-1.0f, 1.0f, -1.5f, 1.5f, -10.0f, 10.0f);
	glMatrixMode(GL_MODELVIEW);
 
	glTranslatef(0, 0, -9);
	glColor4f(0.0f,1.0f,0.0f,1.0f);//Change the object color to green
	glBindTexture(GL_TEXTURE_2D, [_textures[0] name]);
 
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	[_textures[0] drawAtPoint:CGPointMake(0, 0)];
	glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
 
	glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
	[context presentRenderbuffer:GL_RENDERBUFFER_OES];