Instead of pixmap (raster) fonts, you need to use texture fonts. This draws the font as a texture mapped to triangle primitives, which is far more flexible and widely supported than drawing directly to the framebuffer. See also the FTTextureFont
documentation.
Because it's just rendering OpenGL primitives, this approach considers all the usual transformations you set with glTranslatef
, glScalef
and so on. For the cleanest result, use glOrtho
to set a pixel-perfect projection matrix.