Thanks for the quick fix. However if you use both TGLHUDText (sprite) and TGLAbsoluteHUDText (3D object) the scale factor is needed, here is a suggestion, in TGLHUDText.RenderTextAtPosition(): if Self is TGLAbsoluteHUDText then f := 1 // fix else f := rci.renderDPI / 96; // original code