Jump to content

  • Log In with Google      Sign In   
  • Create Account


g4br1e1

Member Since 04 Feb 2011
Offline Last Active Aug 02 2012 10:34 PM

Topics I've Started

Texture - Lesson 6 - OpenGL - Nehe

02 August 2012 - 05:00 AM

Hello,

Have been following Nehe tutorials for Opengl. Facing some issue with the Texture Application.

Eveytime I am running the application, it is throwing "Initialization Failed" error, in both windowed and fullscreen run.

I have been using 1920*1080 pixels with 32 bit. But have also tried the same with 640*480 with 16 bit. No success.

Kindly Suggest.

Below is the code from Nehe's tutorials - OepnGl from Lesson 6.


#include <windows.h>  // Header File For Windows
#include <stdio.h>   // Header File For Standard Input/Output
#include <gl\gl.h>   // Header File For The OpenGL32 Library
#include <gl\glu.h>   // Header File For The GLu32 Library
#include <glaux.h>  // Header File For The Glaux Library
#include <gl\glut.h>
HDC   hDC=NULL;  // Private GDI Device Context
HGLRC  hRC=NULL;  // Permanent Rendering Context
HWND  hWnd=NULL;  // Holds Our Window Handle
HINSTANCE hInstance;  // Holds The Instance Of The Application
bool keys[256];   // Array Used For The Keyboard Routine
bool active=TRUE;  // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
GLfloat xrot;	// X Rotation ( NEW )
GLfloat yrot;	// Y Rotation ( NEW )
GLfloat zrot;	// Z Rotation ( NEW )
GLuint texture[1];   // Storage For One Texture ( NEW )
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
AUX_RGBImageRec *LoadBMP(char *Filename)	// Loads A Bitmap Image
{
FILE *File=NULL;		 // File Handle
if (!Filename)		  // Make Sure A Filename Was Given
{
  return NULL;		 // If Not Return NULL
}
File=fopen(Filename,"r");	   // Check To See If The File Exists
if (File)		   // Does The File Exist?
{
  fclose(File);		 // Close The Handle
  return auxDIBImageLoad((LPCWSTR)Filename);	// Load The Bitmap And Return A Pointer
}
return NULL;		  // If Load Failed Return NULL
}
int LoadGLTextures()		 // Load Bitmaps And Convert To Textures
{
int Status=FALSE;		 // Status Indicator
AUX_RGBImageRec *TextureImage[1];	 // Create Storage Space For The Texture
memset(TextureImage,0,sizeof(void *)*1);			// Set The Pointer To NULL
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if (TextureImage[0]=LoadBMP("Data/castiron.bmp"))
{
  Status=TRUE;		 // Set The Status To TRUE
  glGenTextures(1, &texture[0]);	 // Create The Texture
  // Typical Texture Generation Using Data From The Bitmap
  glBindTexture(GL_TEXTURE_2D, texture[0]);
  glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
if (TextureImage[0])		 // If Texture Exists
{
  if (TextureImage[0]->data)	   // If Texture Image Exists
  {
   free(TextureImage[0]->data);	 // Free The Texture Image Memory
  }
  free(TextureImage[0]);		// Free The Image Structure
}
return Status;		  // Return The Status
}
GLvoid ReSizeGLScene(GLsizei width, GLsizei height)  // Resize And Initialize The GL Window
{
if (height==0)		  // Prevent A Divide By Zero By
{
  height=1;		  // Making Height Equal One
}
glViewport(0,0,width,height);	  // Reset The Current Viewport
glMatrixMode(GL_PROJECTION);	  // Select The Projection Matrix
glLoadIdentity();		 // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);	   // Select The Modelview Matrix
glLoadIdentity();		 // Reset The Modelview Matrix
}
int InitGL(GLvoid)		  // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures())		// Jump To Texture Loading Routine ( NEW )
{
  return FALSE;		 // If Texture Didn't Load Return FALSE
}
glEnable(GL_TEXTURE_2D);	   // Enable Texture Mapping ( NEW )
glShadeModel(GL_SMOOTH);	   // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);	// Black Background
glClearDepth(1.0f);		 // Depth Buffer Setup
glEnable(GL_DEPTH_TEST);	   // Enables Depth Testing
glDepthFunc(GL_LEQUAL);		// The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
return TRUE;		  // Initialization Went OK
}
int DrawGLScene(GLvoid)		 // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity();		 // Reset The View
glTranslatef(0.0f,0.0f,-5.0f);
glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
glRotatef(zrot,0.0f,0.0f,1.0f);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
  // Front Face
  glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
  glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
  glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
  glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
  // Back Face
  glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
  glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
  glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
  glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
  // Top Face
  glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
  glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
  glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
  glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
  // Bottom Face
  glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
  glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
  glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
  glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
  // Right face
  glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
  glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
  glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
  glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
  // Left Face
  glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
  glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
  glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
  glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
glEnd();
xrot+=0.3f;
yrot+=0.2f;
zrot+=0.4f;
return TRUE;		  // Keep Going
}
GLvoid KillGLWindow(GLvoid)		// Properly Kill The Window
{
if (fullscreen)		  // Are We In Fullscreen Mode?
{
  ChangeDisplaySettings(NULL,0);	 // If So Switch Back To The Desktop
  ShowCursor(TRUE);		// Show Mouse Pointer
}
if (hRC)		   // Do We Have A Rendering Context?
{
  if (!wglMakeCurrent(NULL,NULL))	 // Are We Able To Release The DC And RC Contexts?
  {
   MessageBox(NULL,L"Release Of DC And RC Failed.",L"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  }
  if (!wglDeleteContext(hRC))	  // Are We Able To Delete The RC?
  {
   MessageBox(NULL,L"Release Rendering Context Failed.",L"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  }
  hRC=NULL;		  // Set RC To NULL
}
if (hDC && !ReleaseDC(hWnd,hDC))	 // Are We Able To Release The DC
{
  MessageBox(NULL,L"Release Device Context Failed.",L"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  hDC=NULL;		  // Set DC To NULL
}
if (hWnd && !DestroyWindow(hWnd))	 // Are We Able To Destroy The Window?
{
  MessageBox(NULL,L"Could Not Release hWnd.",L"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  hWnd=NULL;		  // Set hWnd To NULL
}
if (!UnregisterClass(L"OpenGL",hInstance))   // Are We Able To Unregister Class
{
  MessageBox(NULL,L"Could Not Unregister Class.",L"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
  hInstance=NULL;		 // Set hInstance To NULL
}
}
/* This Code Creates Our OpenGL Window.  Parameters Are:	 *
* title   - Title To Appear At The Top Of The Window	*
* width   - Width Of The GL Window Or Fullscreen Mode	*
* height   - Height Of The GL Window Or Fullscreen Mode   *
* bits   - Number Of Bits To Use For Color (8/16/24/32)   *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */

BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint  PixelFormat;   // Holds The Results After Searching For A Match
WNDCLASS wc;	  // Windows Class Structure
DWORD  dwExStyle;	// Window Extended Style
DWORD  dwStyle;	// Window Style
RECT  WindowRect;	// Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0;   // Set Left Value To 0
WindowRect.right=(long)width;  // Set Right Value To Requested Width
WindowRect.top=(long)0;	// Set Top Value To 0
WindowRect.bottom=(long)height;  // Set Bottom Value To Requested Height
fullscreen=fullscreenflag;   // Set The Global Fullscreen Flag
hInstance   = GetModuleHandle(NULL);	// Grab An Instance For Our Window
wc.style   = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
wc.lpfnWndProc  = (WNDPROC) WndProc;	 // WndProc Handles Messages
wc.cbClsExtra  = 0;		 // No Extra Window Data
wc.cbWndExtra  = 0;		 // No Extra Window Data
wc.hInstance  = hInstance;	   // Set The Instance
wc.hIcon   = LoadIcon(NULL, IDI_WINLOGO);   // Load The Default Icon
wc.hCursor   = LoadCursor(NULL, IDC_ARROW);   // Load The Arrow Pointer
wc.hbrBackground = NULL;		 // No Background Required For GL
wc.lpszMenuName  = NULL;		 // We Don't Want A Menu
wc.lpszClassName = L"OpenGL";		// Set The Class Name
if (!RegisterClass(&wc))		 // Attempt To Register The Window Class
{
  MessageBox(NULL,L"Failed To Register The Window Class.",L"ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;		   // Return FALSE
}

if (fullscreen)			// Attempt Fullscreen Mode?
{
  DEVMODE dmScreenSettings;		// Device Mode
  memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
  dmScreenSettings.dmSize=sizeof(dmScreenSettings);  // Size Of The Devmode Structure
  dmScreenSettings.dmPelsWidth = width;	// Selected Screen Width
  dmScreenSettings.dmPelsHeight = height;	// Selected Screen Height
  dmScreenSettings.dmBitsPerPel = bits;	 // Selected Bits Per Pixel
  dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
  // Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
  if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
  {
   // If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
   if (MessageBox(NULL,L"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?",L"NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
   {
	fullscreen=FALSE;  // Windowed Mode Selected.  Fullscreen = FALSE
   }
   else
   {
	// Pop Up A Message Box Letting User Know The Program Is Closing.
	MessageBox(NULL,L"Program Will Now Close.",L"ERROR",MB_OK|MB_ICONSTOP);
	return FALSE;		 // Return FALSE
   }
  }
}
if (fullscreen)			// Are We Still In Fullscreen Mode?
{
  dwExStyle=WS_EX_APPWINDOW;		// Window Extended Style
  dwStyle=WS_POPUP;		  // Windows Style
  ShowCursor(FALSE);		  // Hide Mouse Pointer
}
else
{
  dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;   // Window Extended Style
  dwStyle=WS_OVERLAPPEDWINDOW;	   // Windows Style
}
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);  // Adjust Window To True Requested Size
// Create The Window
if (!(hWnd=CreateWindowEx( dwExStyle,	   // Extended Style For The Window
		L"OpenGL",	   // Class Name
		L"OpenGL",		// Window Title
		dwStyle |	   // Defined Window Style
		WS_CLIPSIBLINGS |	 // Required Window Style
		WS_CLIPCHILDREN,	 // Required Window Style
		0, 0,		// Window Position
		WindowRect.right-WindowRect.left, // Calculate Window Width
		WindowRect.bottom-WindowRect.top, // Calculate Window Height
		NULL,		// No Parent Window
		NULL,		// No Menu
		hInstance,	   // Instance
		NULL)))		// Dont Pass Anything To WM_CREATE
{
  KillGLWindow();		// Reset The Display
  MessageBox(NULL,L"Window Creation Error.",L"ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;		// Return FALSE
}
static PIXELFORMATDESCRIPTOR pfd=	// pfd Tells Windows How We Want Things To Be
{
  sizeof(PIXELFORMATDESCRIPTOR),	// Size Of This Pixel Format Descriptor
  1,		   // Version Number
  PFD_DRAW_TO_WINDOW |	  // Format Must Support Window
  PFD_SUPPORT_OPENGL |	  // Format Must Support OpenGL
  PFD_DOUBLEBUFFER,	   // Must Support Double Buffering
  PFD_TYPE_RGBA,		// Request An RGBA Format
  bits,		  // Select Our Color Depth
  0, 0, 0, 0, 0, 0,	   // Color Bits Ignored
  0,		   // No Alpha Buffer
  0,		   // Shift Bit Ignored
  0,		   // No Accumulation Buffer
  0, 0, 0, 0,		 // Accumulation Bits Ignored
  16,		   // 16Bit Z-Buffer (Depth Buffer)
  0,		   // No Stencil Buffer
  0,		   // No Auxiliary Buffer
  PFD_MAIN_PLANE,		// Main Drawing Layer
  0,		   // Reserved
  0, 0, 0		  // Layer Masks Ignored
};

if (!(hDC=GetDC(hWnd)))	   // Did We Get A Device Context?
{
  KillGLWindow();		// Reset The Display
  MessageBox(NULL,L"Can't Create A GL Device Context.",L"ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;		// Return FALSE
}
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
{
  KillGLWindow();		// Reset The Display
  MessageBox(NULL,L"Can't Find A Suitable PixelFormat.",L"ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;		// Return FALSE
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd))  // Are We Able To Set The Pixel Format?
{
  KillGLWindow();		// Reset The Display
  MessageBox(NULL,L"Can't Set The PixelFormat.",L"ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;		// Return FALSE
}
if (!(hRC=wglCreateContext(hDC)))	// Are We Able To Get A Rendering Context?
{
  KillGLWindow();		// Reset The Display
  MessageBox(NULL,L"Can't Create A GL Rendering Context.",L"ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;		// Return FALSE
}
if(!wglMakeCurrent(hDC,hRC))	 // Try To Activate The Rendering Context
{
  KillGLWindow();		// Reset The Display
  MessageBox(NULL,L"Can't Activate The GL Rendering Context.",L"ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;		// Return FALSE
}
ShowWindow(hWnd,SW_SHOW);	  // Show The Window
SetForegroundWindow(hWnd);	  // Slightly Higher Priority
SetFocus(hWnd);		 // Sets Keyboard Focus To The Window
ReSizeGLScene(width, height);	 // Set Up Our Perspective GL Screen
if (!InitGL())		 // Initialize Our Newly Created GL Window
{
  KillGLWindow();		// Reset The Display
  MessageBox(NULL,L"Initialization Failed.",L"ERROR",MB_OK|MB_ICONEXCLAMATION);
  return FALSE;		// Return FALSE
}
return TRUE;		 // Success
}
LRESULT CALLBACK WndProc( HWND hWnd,   // Handle For This Window
	   UINT uMsg,   // Message For This Window
	   WPARAM wParam,   // Additional Message Information
	   LPARAM lParam)   // Additional Message Information
{
switch (uMsg)		 // Check For Windows Messages
{
  case WM_ACTIVATE:	   // Watch For Window Activate Message
  {
   if (!HIWORD(wParam))	 // Check Minimization State
   {
	active=TRUE;	  // Program Is Active
   }
   else
   {
	active=FALSE;	  // Program Is No Longer Active
   }
   return 0;		// Return To The Message Loop
  }
  case WM_SYSCOMMAND:	   // Intercept System Commands
  {
   switch (wParam)	   // Check System Calls
   {
	case SC_SCREENSAVE:	 // Screensaver Trying To Start?
	case SC_MONITORPOWER:	// Monitor Trying To Enter Powersave?
	return 0;	   // Prevent From Happening
   }
   break;		 // Exit
  }
  case WM_CLOSE:		// Did We Receive A Close Message?
  {
   PostQuitMessage(0);	  // Send A Quit Message
   return 0;		// Jump Back
  }
  case WM_KEYDOWN:	   // Is A Key Being Held Down?
  {
   keys[wParam] = TRUE;	 // If So, Mark It As TRUE
   return 0;		// Jump Back
  }
  case WM_KEYUP:		// Has A Key Been Released?
  {
   keys[wParam] = FALSE;	 // If So, Mark It As FALSE
   return 0;		// Jump Back
  }
  case WM_SIZE:		// Resize The OpenGL Window
  {
   ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
   return 0;		// Jump Back
  }
}
// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
int WINAPI WinMain( HINSTANCE hInstance,   // Instance
	 HINSTANCE hPrevInstance,  // Previous Instance
	 LPSTR  lpCmdLine,   // Command Line Parameters
	 int   nCmdShow)   // Window Show State
{
MSG  msg;		 // Windows Message Structure
BOOL done=FALSE;		// Bool Variable To Exit Loop
// Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL,L"Would You Like To Run In Fullscreen Mode?", L"Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
  fullscreen=FALSE;	   // Windowed Mode
}
// Create Our OpenGL Window
if (!CreateGLWindow("NeHe's Texture Mapping Tutorial",1920,1080,32,fullscreen))
{
  return 0;		 // Quit If Window Was Not Created
}
while(!done)		 // Loop That Runs While done=FALSE
{
  if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
  {
   if (msg.message==WM_QUIT)	// Have We Received A Quit Message?
   {
	done=TRUE;	   // If So done=TRUE
   }
   else		 // If Not, Deal With Window Messages
   {
	TranslateMessage(&msg);	// Translate The Message
	DispatchMessage(&msg);	// Dispatch The Message
   }
  }
  else		  // If There Are No Messages
  {
   // Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
   if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active?  Was There A Quit Received?
   {
	done=TRUE;	   // ESC or DrawGLScene Signalled A Quit
   }
   else		 // Not Time To Quit, Update Screen
   {
	SwapBuffers(hDC);	 // Swap Buffers (Double Buffering)
   }
   if (keys[VK_F1])	  // Is F1 Being Pressed?
   {
	keys[VK_F1]=FALSE;	 // If So Make Key FALSE
	KillGLWindow();	  // Kill Our Current Window
	fullscreen=!fullscreen;	// Toggle Fullscreen / Windowed Mode
	// Recreate Our OpenGL Window
	if (!CreateGLWindow("NeHe's Texture Mapping Tutorial",1920,1080,32,fullscreen))
	{
	 return 0;	  // Quit If Window Was Not Created
	}
   }
  }
}
// Shutdown
KillGLWindow();		 // Kill The Window
return (msg.wParam);	   // Exit The Program
}

Could Not Load From BackBuffer using a .bmp file (offscreenPlainSurface)

22 August 2011 - 02:41 AM

Attached File  DirectX_1.txt   3.96KB   37 downloads
Attached is the code I am using to create a Offscreenplainsurface using a bitmap image named as "background.bmp".
I am clearing the screen to the blue screen initially and then obtaining the image from the backbuffer.

After running the program, view filled only with blue color gets rendered and not the bitmap image.
Kindly suggest.

Following is the error that comes up when I enabled debugging using DirectX.

Direct3D9: (ERROR) :Invalid source surface interface specified. StretchRect fails

I could not find any issue with the code. I am simply returning the "surface" reference into the "bkgrd"; which in turn is being used in:

pd3dDevice->StretchRect(bkgrd,NULL,backbuffer,NULL,D3DTEXF_NONE);


IDirect3DSurface9* getSurfaceFromBitmap()[attachment=5011:DirectX_1.txt]
{
    IDirect3DSurface9* surface=NULL;
    HRESULT hResult=pd3dDevice->CreateOffscreenPlainSurface(640,480,D3DFMT_X8R8G8B8,D3DPOOL_DEFAULT,&surface,NULL);
    if(FAILED(hResult))
        return NULL;
    
    hResult = D3DXLoadSurfaceFromFile(surface,NULL,NULL,"background.bmp",NULL,D3DX_DEFAULT,0,NULL);
    if(FAILED(hResult))
        return NULL;

    return surface;
}

bkgrd = getSurfaceFromBitmap();

Does resource file has anything to do with this.

Could Not Load From BackBuffer using a .bmp file (offscreenPlainSurface)

22 August 2011 - 02:38 AM

Attached is the code I am using to create a Offscreenplainsurface using a bitmap image named as "background.bmp".
I am clearing the screen to the blue screen initially and then obtaining the image from the backbuffer.

After running the program, view filled only with blue color gets rendered and not the bitmap image.
Kindly suggest.

Following is the error that comes up when I enabled debugging using DirectX.

Direct3D9: (ERROR) :Invalid source surface interface specified. StretchRect fails

I could not find any issue with the code. I am simply returning the "surface" reference into the "bkgrd"; which in turn is being used in:

pd3dDevice->StretchRect(bkgrd,NULL,backbuffer,NULL,D3DTEXF_NONE);


IDirect3DSurface9* getSurfaceFromBitmap()
{
IDirect3DSurface9* surface=NULL;
HRESULT hResult=pd3dDevice->CreateOffscreenPlainSurface(640,480,D3DFMT_X8R8G8B8,D3DPOOL_DEFAULT,&surface,NULL);
if(FAILED(hResult))
return NULL;

hResult = D3DXLoadSurfaceFromFile(surface,NULL,NULL,"background.bmp",NULL,D3DX_DEFAULT,0,NULL);
if(FAILED(hResult))
return NULL;

return surface;
}

bkgrd = getSurfaceFromBitmap();


Does resource file has anything to do with this.

Beginner Programmer

04 February 2011 - 03:47 AM

Hello All,

I am a beginner to game programming. I started writing a code using DirectX, but my code, which is below, is not able to render the bitmap over to the screen.
Please suggest the changes and tips.

#include<Windows.h>
#include<d3d9.h>
#include<d3dx9.h>

HINSTANCE hInstance;
HWND wndHandle;
LPDIRECT3D9 pD3D;
LPDIRECT3DDEVICE9 pd3dDevice;
IDirect3DSurface9* surface;

bool initWindow(HINSTANCE hInstance);
LRESULT CALLBACK WndProc(HWND,UINT,WPARAM,LPARAM);
void render(void);
bool initDirect3D(void);
void cleanup(void);

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
//initialize the windows
if(!initWindow(hInstance))
return false;

if(!initDirect3D())
return false;

//cleanup();

//main message loop
MSG msg;
ZeroMemory(&msg,sizeof(msg));

if(PeekMessage(&msg,NULL,0U,0U,PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
render();

return (int)msg.wParam;
}

bool initWindow(HINSTANCE hInstance) {
WNDCLASSEX wcex;

wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = (WNDPROC)WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = NULL;
wcex.hCursor = LoadCursor(NULL,IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = L"DirectXExample";
wcex.hIconSm = 0;

RegisterClassEx(&wcex);

wndHandle = CreateWindow(
L"DirectXExample",
L"DirectXExample",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
640,
480,
NULL,
NULL,
hInstance,
NULL);

if(!wndHandle)
return false;

//display the window on the screen
ShowWindow(wndHandle,SW_SHOW);
UpdateWindow(wndHandle);

return true;
}

LRESULT CALLBACK WndProc(HWND wndHandle, UINT message, WPARAM wParam, LPARAM lParam) {
//check the available messages from the queue
switch(message) {

case WM_DESTROY:
PostQuitMessage(0);
break;
}

return DefWindowProc(wndHandle, message, wParam, lParam);
}

bool initDirect3D(void) {
pD3D=NULL;
pd3dDevice=NULL;

//create Directx object
if(NULL == (pD3D=Direct3DCreate9(D3D_SDK_VERSION)))
return false;


//fill the presentation parameters structure
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp,sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.BackBufferCount = 1;
d3dpp.BackBufferHeight = 480;
d3dpp.BackBufferWidth = 640;
d3dpp.hDeviceWindow = wndHandle;

//create a default directx device
if(FAILED(pD3D->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
wndHandle,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&pd3dDevice)))
return false;

//CreateOffscreenPlainSurface();
HRESULT hResult = pd3dDevice->CreateOffscreenPlainSurface(640,
480,
D3DFMT_X8R8G8B8,
D3DPOOL_DEFAULT,
&surface,
NULL);
if(FAILED(hResult))
return NULL;

D3DXLoadSurfaceFromFile(surface,
NULL,
NULL,
L"test.bmp",
NULL,
D3DX_DEFAULT,
0,
NULL);
return true;
}

void render(void) {
//to hold the back buffer
IDirect3DSurface9* backbuffer = NULL;

//check to make sure you have a valid Direct3D device
if(NULL == pd3dDevice)
return; //clear the back buffer to blue color.

pd3dDevice->Clear(0,
NULL,
D3DCLEAR_TARGET,
D3DCOLOR_XRGB(0,0,255),
1.0f,
0);

//get the backbuffer
pd3dDevice->GetBackBuffer(0,
0,
D3DBACKBUFFER_TYPE_MONO,
&backbuffer);

//copy the offscreen to the backbuffer
pd3dDevice->StretchRect(surface,
NULL,
backbuffer,
NULL,
D3DTEXF_NONE);

//present the back buffer contents to the display
pd3dDevice->Present(NULL,
NULL,
NULL,
NULL);
}

void cleanup(void) {
//releasing the device and the direct3d object

if(pd3dDevice!=NULL)
pd3dDevice->Release();
if(pD3D!=NULL)
pD3D->Release();
}

PARTNERS