Hi Mark, Your version of test3.py didn't work for me. I also tried updating to the bleeding edge, and it didn't help. Like you, I found that everything works fine on a Mac. The suggestion to alter the parameters of Text objects might work but would be clumsy to implement since my experiment uses many screens of text with different numbers of lines of text, which may not even be known until runtime. Another thing I tried was to use a single Viewport and alter the stimuli parameter, but that didn't work. Here's something that did work on my PC, though I'd prefer not to have to do this hack if there's a better way. For some reason, if you draw the Viewport, call glReadPixels (or screen.get_framebuffer_as_image, which calls glReadPixels), and then draw the viewport a second time, it works. The attached file contains code that does this for the last screen. If this leads anyone to figure out a better solution, I'd be grateful to hear about it. --Mason ________________________________ From: Mark Halko [mailto:mhalko@xxxxxx] Sent: Thursday, January 11, 2007 3:42 PM To: Smith, Mason Subject: Re: [visionegg] Hi Mason - I've noticed a bug with text objects that don't properly set their projection matrix in OpenGL. If you try this code here, it should work (Your other test3.py worked just fine on my MacBook Pro, so it's hard to tell exactly what your problem is). If it does work, then the problem was that the bug was causing later text objects to be drawn 'off-screen'. Try updating your visionegg with the 'bleeding edge', which may fix it. Note, the OpenGL code is really more of a hack, rather than something you should be doing. The other people on the visionegg list are suggesting a nice workaround, by altering the properties of a single Text object, you won't have to worry about a second text object showing up. Mark