help w/ crash since glut 3.7

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0 comments, last by taxman 22 years, 5 months ago
I made the jump to glut 3.7 so I could try out their new fullscreen easy switching. Problem is that now I get a crash after everytime it executes, and after that crash I have to reboot before I can try again. This is my frist day trying opengl (yes I''ve been up for a lot of hours) Any general advice and extra help would be greatly appreciated as well.
  
#include <GL/glut.h>
#include <GL/gl.h>
#include <stdlib.h>
#include <math.h>
#include <iostream.h>
#include "image.h"


int width=500;
int height=500;

GLfloat spin = 0.0;
int prevmx = 0;
int prevmy = 0;
GLfloat increment = 0.05f;

const float piover180 = 0.0174532925f;
float heading;
float xpos;
float zpos;
int cheat=0;

GLfloat	yrot;				// Y Rotation

GLfloat walkbounce = 0;
GLfloat walkbounceangle = 0;
GLfloat lookupdown = 180.0f;

int minvert = -1;	//mouse inverts if you hit I

int freemouse=0;

GLuint texture[1];

#define MAZE_HEIGHT (16)
#define MAZE_WIDTH  (16)
char *mazedata[MAZE_HEIGHT] = {
		"****************",
        "*X      *      *",
        "* * *** * *    *",
        "* **  * ** * * *",
        "*     *      * *",
        "********** *** *",
        "*           *  *",
        "* ***** *** ****",
        "* *   *   *    *",
        "*   *******    *",
        "* *   *   *  * *",
        "* ***** **** * *",
        "*     *      * *",
        "** ** **** *** *",
        "*   * *    *   *",
        "************* **",
};

void LoadGLTextures();



//strings in 3d position

void draw_string_bitmap(void *font, const char* string, int x, int y) 
{
	glRasterPos3f(x+0.3, 0.4f, y+0.5);
	while (*string)
		glutBitmapCharacter(font, *string++);
}

void buildLists(){
//stored list of things to always be drawn that never change

#define MAZE_LIST 1
	glNewList(MAZE_LIST, GL_COMPILE);
	glPushAttrib(GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT);
	glLineWidth(2.0);

	for(int y=0;y<MAZE_HEIGHT;y++) {
		for(int x=0;x<MAZE_WIDTH;x++) {
			if(mazedata[x][y]==''*'') {
				glColor3f(0.5,0.5,0.5);
				glBegin(GL_QUAD_STRIP);
					glVertex3f( x  ,   0, y);
					glVertex3f( x  ,   1, y);
					glVertex3f( x+1,   0, y);
					glVertex3f( x+1,   1, y);
					glVertex3f( x+1,   0, y+1);
					glVertex3f( x+1,   1, y+1);
					glVertex3f( x  ,   0, y+1);
					glVertex3f( x  ,   1, y+1);
					glVertex3f( x  ,   0, y);
					glVertex3f( x  ,   1, y);
				glEnd();
			}
			else if(mazedata[x][y]==''X''){
				//cout << x << " " << y << endl;

				xpos=-x-0.5;
				zpos=-y-0.5;
				//cout << xpos << " " << zpos << endl;

				glColor3f(0.75,0.5,0.5);
				glBegin(GL_QUADS);
				//	glTexCoord2f(0.0 , 0.0);

					glVertex3f( x  ,   1, y);
				//	glTexCoord2f(0.0 , 1.0);

					glVertex3f( x+1,   1, y);
				//	glTexCoord2f(1.0 , 1.0);

					glVertex3f( x+1,   1, y+1);
				//	glTexCoord2f(1.0 , 0.0);

					glVertex3f( x,     1, y+1);
				glEnd();
			}
			else if(mazedata[x][y]=='' ''){
				glColor3f(0.5,0.5,0.75);
			//	glEnable(GL_TEXTURE_2D);

				glBindTexture(GL_TEXTURE_2D, texture[0]); 
				glBegin(GL_QUADS);
					glTexCoord2f(0.0 , 0.0);
					glVertex3f( x  ,   1, y);
					glTexCoord2f(0.0 , 1.0);
					glVertex3f( x+1,   1, y);
					glTexCoord2f(1.0 , 1.0);
					glVertex3f( x+1,   1, y+1);
					glTexCoord2f(1.0 , 0.0);
					glVertex3f( x,     1, y+1);
				glEnd();
			//	glDisable(GL_TEXTURE_2D);

			}
			else if(mazedata[x][y]==''1''){
				glColor3f(1.0 , 0.0 , 0.0);
				draw_string_bitmap("fixed", "Lost?", x,y);
			}
		}
	}

	glPopAttrib();
	glEndList();
}




void display()
{

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear The Screen And The Depth Buffer

	glLoadIdentity();									// Reset The View


	GLfloat ypos = -0.65-walkbounce;
	GLfloat sceneroty = 360.0f - yrot;

	glRotatef(lookupdown,1.0f,0,0);
	glRotatef(sceneroty,0,1.0f,0);
	
	glTranslatef(xpos, ypos+cheat, zpos);

	glCallList(MAZE_LIST);
	glEnable(GL_TEXTURE_2D);
	glutSwapBuffers();

}


void click_mouse(int button, int state, int x, int y)
{
//mouse buttons if state==GLUT_DOWN && button== GLUT_RIGHT_BUTTON...

}

void move_mouse(int x, int y)
{
/*annoying, but works
if(x>width-25 || x<25 || y<25 || y>height-25) 
	if(!freemouse)
		glutWarpPointer(width/2,height/2);

	if(y<prevmy){
		lookupdown += 1.0f * minvert;	
	}
	else if(y>prevmy){
		lookupdown -= 1.0f * minvert;
	}

	if(x<prevmx){
		heading -= 2.0f;
		yrot = heading;	
	}
	else if(x>prevmx){
		heading += 2.0f;
		yrot = heading;	
	}

	prevmy=y;
	prevmx=x;

	display(); //force redraw
*/
}

void nav_kbd(unsigned char key, int x, int y)
{

	if(key == ''w'')
	{
			xpos -= sin(heading*piover180)*0.1;
			zpos -= cos(heading*piover180)*0.1;
			if (walkbounceangle >= 359.0f) 
				walkbounceangle = 0.0f;
			else 
				walkbounceangle += 10;
			walkbounce = sin(walkbounceangle*piover180)/7.5;		
	}
	if(key == ''s'')
	{
			xpos += sin(heading*piover180)*0.1f;
			zpos += cos(heading*piover180)*0.1f;
			if (walkbounceangle <= 1.0f) 
				walkbounceangle = 359.0f;
			else 
				walkbounceangle-= 10;
			walkbounce = sin(walkbounceangle*piover180)/7.5;		
	}
	if(key == ''a'')
	{
			heading -= 2.5f;	
			yrot = heading;
	}
	if(key == ''d'')
	{
			heading += 2.5f;
			yrot = heading;			
	}

	if(key == ''i'')
	{
			minvert*=-1;			
	}
	if(key == ''t'')
	{
		exit(0);	
	}
	if(key == ''c'')
	{
		++cheat;			
	}
	if(key == ''v'')
	{
		--cheat;			
	}

	glutPostRedisplay();
}

void idle(){
	glutPostRedisplay() ;
}

void reshape(int w, int h){
	
	glViewport(0,0,(GLsizei)w,(GLsizei)h) ;
	glMatrixMode(GL_PROJECTION) ;
	glLoadIdentity() ;
	gluPerspective(60.0,(GLfloat)w/(GLfloat)h,0.1,10.0) ;
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glEnable(GL_DEPTH_TEST);
	LoadGLTextures();
	buildLists();
	glutPostRedisplay();

}

void LoadGLTextures() {	
    Image *image1;
    
    image1 = (Image *) malloc(sizeof(Image));
    if (image1 == NULL) {
	cout << "Error allocating space for image";
	exit(0);
    }

    if (!ImageLoad("stone.bmp", image1)) {
	exit(1);
    } 

    /* Create Texture	*****************************************/
    glGenTextures(2, &texture[0]);
    glBindTexture(GL_TEXTURE_2D, texture[0]);   /* 2d texture (x and y size)*/

    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); /* scale linearly when image bigger than texture*/
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); /* scale linearly when image smalled than texture*/
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_REPEAT);

    glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data);

	free(image1->data);
	free(image1);

};

void myinit()
{
	//glShadeModel(GL_SMOOTH);

	//glEnable(GL_CULL_FACE);

	glClearColor(0.0, 0.0, 0.0, 0.0);
	glColor3f(1.0, 1.0, 1.0);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();			
	glMatrixMode(GL_MODELVIEW);	
	glLoadIdentity();
	glEnable(GL_DEPTH_TEST);
	LoadGLTextures();
	buildLists();

}

void main(int argc, char **argv)
{

	glutInit(&argc, argv) ;
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH) ; 

	glutGameModeString("800x600:16@60") ;
	if (glutGameModeGet(GLUT_GAME_MODE_WIDTH) != -1)  // if the width is different to -1

	{
		myinit();
		glutEnterGameMode();		// enter full screen mode

		glutDisplayFunc(display) ;
		glutReshapeFunc(reshape) ;
		glutIdleFunc(idle) ;
		glutKeyboardFunc(nav_kbd) ;
	}
	else							// print out that this mode is not available

		cout << "Chances are you don''t have glut 3.7 from xmission.com/~nate/glut.html \n";

	glutMainLoop() ;

}


  
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"Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it." — Brian W. Kernighan

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