Jump to content

  • Log In with Google      Sign In   
  • Create Account


#Actualnickme

Posted 23 November 2012 - 10:23 AM

[source lang="cpp"]#include <math.h>#include <stdio.h>#include <gl/glut.h>GLuint SplashScreen;const GLint win_sizeX = 1024, win_sizeY = 1024;const GLint w = 1024.0, h = 1024; const GLdouble wleft = -win_sizeX *0.5, wright = win_sizeX *0.5, wtop = win_sizeY * 0.5, wbottom = - win_sizeY * 0.5;void clear(){ glClearColor(1.0, 1.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT);}GLuint LoadTexture2D( const char * filename, int width, int height){ GLuint texture; FILE * file; file = fopen( filename, "rb" ); if ( file == NULL ) { system("PAUSE"); exit(1); } GLubyte * data = new unsigned char [width * height * 4]; fread( data, 1, width * height * 4, file ); fclose( file ); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures( 1, &texture ); glBindTexture( GL_TEXTURE_2D, texture ); glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); delete [] data; return texture;}void display_splash_screen(int time){ clear(); glEnable( GL_TEXTURE_2D ); glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glBindTexture( GL_TEXTURE_2D, SplashScreen); glBegin( GL_QUADS ); glTexCoord2d(0.0,0.0); glVertex2d(wleft, wtop); glTexCoord2d(1.0,0.0); glVertex2d(wright, wtop); glTexCoord2d(1.0,1.0); glVertex2d(wright, wbottom); glTexCoord2d(0.0,1.0); glVertex2d(wleft, wbottom); glEnd(); glFlush(); Sleep(time);}void init(){ glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glShadeModel(GL_FLAT); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); SplashScreen = LoadTexture2D("SplashScreen.raw", w, h);}void render() { clear(); display_splash_screen(0);}void winReshapeFcn(GLint newWidth, GLint newHeight){ glutReshapeWindow(w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(wleft, wright, wbottom, wtop); glMatrixMode(GL_MODELVIEW);}void processNormalKeys(unsigned char key, int x, int y){ if (key == 27) exit(0);}int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowPosition(0, 0); glutInitWindowSize(win_sizeX, win_sizeY); glutCreateWindow(" Texture testing "); init(); glutIgnoreKeyRepeat(0); glutReshapeFunc(winReshapeFcn); glutDisplayFunc(render); glutKeyboardFunc(processNormalKeys); glutMainLoop(); glDeleteTextures(1, &SplashScreen); return 0;}[/source]
hi

i copy and paste the program to a smaller program to test the 2d texture loading function. i include the source code for the program below. following that is the splashscreen that it suppose to render and finally the actual output from the program.

thank in advance.

#2nickme

Posted 23 November 2012 - 10:22 AM

[source lang="cpp"]#include <math.h>#include <stdio.h>#include <gl/glut.h>GLuint SplashScreen;const GLint win_sizeX = 1024, win_sizeY = 1024;const GLint w = 1024.0, h = 1024; const GLdouble wleft = -win_sizeX *0.5, wright = win_sizeX *0.5, wtop = win_sizeY * 0.5, wbottom = - win_sizeY * 0.5;void clear(){ glClearColor(1.0, 1.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT);}GLuint LoadTexture2D( const char * filename, int width, int height){ GLuint texture; FILE * file; file = fopen( filename, "rb" ); if ( file == NULL ) { system("PAUSE"); exit(1); } GLubyte * data = new unsigned char [width * height * 4]; fread( data, 1, width * height * 4, file ); fclose( file ); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures( 1, &texture ); glBindTexture( GL_TEXTURE_2D, texture ); glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); delete [] data; return texture;}void display_splash_screen(int time){ clear(); glEnable( GL_TEXTURE_2D ); glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glBindTexture( GL_TEXTURE_2D, SplashScreen); glBegin( GL_QUADS ); glTexCoord2d(0.0,0.0); glVertex2d(wleft, wtop); glTexCoord2d(1.0,0.0); glVertex2d(wright, wtop); glTexCoord2d(1.0,1.0); glVertex2d(wright, wbottom); glTexCoord2d(0.0,1.0); glVertex2d(wleft, wbottom); glEnd(); glFlush(); Sleep(time);}void init(){ glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glShadeModel(GL_FLAT); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); SplashScreen = LoadTexture2D("SplashScreen.raw", w, h);}void render() { clear(); display_splash_screen(0);}void winReshapeFcn(GLint newWidth, GLint newHeight){ glutReshapeWindow(w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(wleft, wright, wbottom, wtop); glMatrixMode(GL_MODELVIEW);}void processNormalKeys(unsigned char key, int x, int y){ if (key == 27) exit(0);}int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowPosition(0, 0); glutInitWindowSize(win_sizeX, win_sizeY); glutCreateWindow(" Texture testing "); init(); glutIgnoreKeyRepeat(0); glutReshapeFunc(winReshapeFcn); glutDisplayFunc(render); glutKeyboardFunc(processNormalKeys); glutMainLoop(); glDeleteTextures(1, &SplashScreen); return 0;}[/source]
hi

i copy and paste the program to a smaller program to test the 2d texture loading function. i include the source code for the program below. following that is the splashscreen that it suppose to render and finally the actual output from the program.

thank in advance.

#1nickme

Posted 23 November 2012 - 10:21 AM

[source lang="cpp"]#include <math.h>#include <stdio.h>#include <gl/glut.h>GLuint SplashScreen;const GLint win_sizeX = 1024, win_sizeY = 1024;const GLint w = 1024.0, h = 1024; const GLdouble wleft = -win_sizeX *0.5, wright = win_sizeX *0.5, wtop = win_sizeY * 0.5, wbottom = - win_sizeY * 0.5;void clear(){ glClearColor(1.0, 1.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT);}GLuint LoadTexture2D( const char * filename, int width, int height){ GLuint texture; FILE * file; file = fopen( filename, "rb" ); if ( file == NULL ) { system("PAUSE"); exit(1); } GLubyte * data = new unsigned char [width * height * 4]; fread( data, 1, width * height * 4, file ); fclose( file ); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures( 1, &texture ); glBindTexture( GL_TEXTURE_2D, texture ); glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); delete [] data; return texture;}void display_splash_screen(int time){ clear(); glEnable( GL_TEXTURE_2D ); glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glBindTexture( GL_TEXTURE_2D, SplashScreen); glBegin( GL_QUADS ); glTexCoord2d(0.0,0.0); glVertex2d(wleft, wtop); glTexCoord2d(1.0,0.0); glVertex2d(wright, wtop); glTexCoord2d(1.0,1.0); glVertex2d(wright, wbottom); glTexCoord2d(0.0,1.0); glVertex2d(wleft, wbottom); glEnd(); glFlush(); Sleep(time);}void init() { glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glShadeModel(GL_FLAT); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); SplashScreen = LoadTexture2D("SplashScreen.raw", w, h);}void render() { clear(); display_splash_screen(0);}void winReshapeFcn(GLint newWidth, GLint newHeight) { glutReshapeWindow(w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(wleft, wright, wbottom, wtop); glMatrixMode(GL_MODELVIEW);}void processNormalKeys(unsigned char key, int x, int y) { if (key == 27) exit(0);}int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowPosition(0, 0); glutInitWindowSize(win_sizeX, win_sizeY); glutCreateWindow(" Texture testing "); init(); glutIgnoreKeyRepeat(0); glutReshapeFunc(winReshapeFcn); glutDisplayFunc(render); glutKeyboardFunc(processNormalKeys); glutMainLoop(); glDeleteTextures(1, &SplashScreen); return 0;}[/source]
hi

i copy and paste the program to a smaller program to test the 2d texture loading function. i include the source code for the program below. following that is the splashscreen that it suppose to render and finally the actual output from the program.

thank in advance.

PARTNERS