Jump to content

  • Log In with Google      Sign In   
  • Create Account

14 years ago on June 15th Gamedev.net was first launched! We want to thank all of you for being part of our community and hope the best years are ahead of us. Happy birthday Gamedev.net!

#Actualgurps

Posted 31 July 2012 - 12:57 PM

Thanks for the reply..but no red quad being drawn.

[source lang="cpp"]void RenderScene() { // Give OpenGL our camera position glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); g_Camera.Look(); CVector3 vPos = g_Camera.Position(); CVector3 vNewPos = vPos; CVector3 vView = g_Camera.View(); if (introScreen == true) { GLTexture tex; tex.Load("Intro.bmp"); tex.Use(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex3f(-1.0f, -1.0f, -1.5f); glTexCoord2f(1.0, 0.0); glVertex3f(1.0f, -1.0f, -1.5f); glTexCoord2f(1.0, 1.0); glVertex3f(1.0f, 1.0f, -1.5f); glTexCoord2f(0.0, 1.0); glVertex3f(-1.0f, 1.0f, -1.5f); glEnd(); glPopMatrix(); //If we are on an introscreen, we can render it here, else... } else { drawText(TimerText, 15, 25); //Draw text for the timer char xPos[100], yPos[100], zPos[100]; sprintf_s(xPos, "Camera X: %f", g_Camera.Position().x); sprintf_s(yPos, "Camera Y: %f", g_Camera.Position().y); sprintf_s(zPos, "Camera Z: %f", g_Camera.Position().z); drawText(xPos, 15, 45); drawText(yPos, 15, 65); drawText(zPos, 15, 85); perimeterCheck(); sprintf_s(LivesHUD, "Coins Collected: %d", CoinsCollected); drawText(LivesHUD, 15, 105); // Render the terrain as a simple quad - currently it is flat but it could be made into a terrain with a heightmap! RenderQuadTerrain(); //Draw the skybox CreateSkyBox(vNewPos.x, vNewPos.y, vNewPos.z,3500,3000,3500); DrawCoins(); CollisionTest(g_Camera.Position().x, g_Camera.Position().y, g_Camera.Position().z); DrawEnemy(); DrawEnemy1(); //Draw SecondaryObjects models DrawSecondaryObjects(); //Apply lighting effects LightingEffects(); escapeAttempt(); glEnable(GL_BLEND);glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // additive blendingfloat blendFactor = 1.0;glColor4f(1, 0, 0, blendFactor); //blendFactor = 1glBegin(GL_QUADS); // Draw A QuadglVertex3f(-1.0f, 1.0f, 0.0f); // Top LeftglVertex3f( 1.0f, 1.0f, 0.0f); // Top RightglVertex3f( 1.0f,-1.0f, 0.0f); // Bottom RightglVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left // Bottom LeftglEnd();glEnable(GL_DEPTH_TEST); glGetError(); } SwapBuffers(g_hDC); // Swap the backbuffers to the foreground}[/source]

#1gurps

Posted 31 July 2012 - 12:56 PM

No red quad being drawn.

PARTNERS