Archived

This topic is now archived and is closed to further replies.

Shadow1234567890

Many problems with simple triangle game

Recommended Posts

I am trying to write another version of the cliche'd SPACE INVADERS. So far I have a simple class that simply draws a simple red triangle. Here are the problems that I have: When I press W and A the triangle moves up and to the left with no problem. When I press D and S the triangle disappears When I include a call to SwapBuffers(hDC) the screen flashes (hDC is a global device context, and yes I know global variables are bad). Here is the class declarations:
  
class Spaceship {
public:
	Spaceship();
void	Move(float, float);	

private:

float xPos;		
float yPos;
};

//STARTING POINT FOR THE PLAYER IS DEFINED

//STARTING POINT FOR THE ENEMY SHOULD BE RANDOM


Spaceship::Spaceship(){

}

void Spaceship::Move(float X, float Y) {
	glColor3f(1.0f, 0.0f, 0.0f);	//RED TRIANGLE IS THE BODY OF THE SPACESHIP


	glBegin(GL_TRIANGLES);
	glVertex3f( (X + 1), Y, -1.0f);//BOTTOM- RIGHT VERTEX OF TRIANGLE

	glVertex3f( (X - 1), Y, -1.0f);//BOTTOM- LEFT VERTEX OF TRIANGLE

	glVertex3f( X, (Y + 1), -1.0f);//TOP VERTEX OF TRIANGLE

	glEnd();
}



class Player : public Spaceship {
public:
	Player();
private:
float xPos;
float yPos;
};

Player::Player(){
	xPos = 0;
	yPos = 0;
}

Here is the drawscene function that makes all the appropriate calls

int DrawGLScene(float X, float Y)									// Here's Where We Do All The Drawing

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

	glLoadIdentity();
	gluLookAt(0.0f, 0.0f, 10.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);// Reset The Current Modelview Matrix

	Player1->Move(X, Y);


	return TRUE;										// Everything Went OK

}
  
I have been fiddling with this for quite some time now and I don't know what I am doing wrong, and I could really use the help. Thanks EDIT: Is it possible that some other part of the program could be causing the problems? i.e the Windows Procedure? EDIT SK: Just added some SOURCE tags to encase your code snippet. [edited by - Shadow1234567890 on August 31, 2002 12:00:52 PM] [edited by - ShiningKnight on August 31, 2002 12:42:15 PM]

Share this post


Link to post
Share on other sites
From what I see, nothing is wrong, but this is assuming that you are setting your app up correctly. Swapping a buffer should always be done, so if you are getting "flashing" you shouldn''t omit the call to it (as your previous post, which I deleted being that its a copy of this one, suggested you were doing).

My suggestion: just "mess around" with your code a while, and something is bound to pop up that will fix your problem. Remember, none of us know your code as well as you do, so, take a quick break, and get back to bug-hunting a bit later, your bound to find the problem.

Trent(ShiningKnight)
trent@voxelsoft.com
The Official Site of All True Programmers

Share this post


Link to post
Share on other sites
Yes deleting that other post was a good idea. I am certain I am setting the code up correctly, well, it isn''t my code, it is nehe''s code from tutorial 1 modified

The only code that is actually mine is the class declarations, that''s why I thought it was important to include.

Would it be bad if I posted the entire source? I don''t know if anyone would even bother to look over it because it''s so long.

Share this post


Link to post
Share on other sites
Well I still have no clue what I am doing wrong so I am going to just post the entire source


I hope someone can help me. This code is from NeHe's first tutorial, the only thing I modified was the class declarations and the drawglscene function (originally it didn't accept any parameters)









  
/*
CLASS DECLARATIONS OF SPACESHIP CLASS. THE SPACESHIP NEEDS TO BE ABLE TO MOVE, AND TO BE RENDERED
THE ENEMY SHIP MOVES RANDOMLY(OR BASED ON PLAYER MOVEMENTS)
THE PLAYER SHIP MOVES BASED ON KEYBOARD INPUT
*/
#ifndef SPACESHIP_H
#define SPACESHIP_H
#endif

#include <windows.h> // Header File For Windows
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h>
#include "vk.h"
class Spaceship {
public:
Spaceship();
void Move(float, float);

private:

float xPos;
float yPos;
};

//STARTING POINT FOR THE PLAYER IS DEFINED
//STARTING POINT FOR THE ENEMY SHOULD BE RANDOM

Spaceship::Spaceship(){

}

void Spaceship::Move(float X, float Y) {
glColor3f(1.0f, 0.0f, 0.0f); //RED TRIANGLE IS THE BODY OF THE SPACESHIP

glBegin(GL_TRIANGLES);
glVertex3f( (X + 1), Y, -1.0f);//BOTTOM- RIGHT VERTEX OF TRIANGLE
glVertex3f( (X - 1), Y, -1.0f);//BOTTOM- LEFT VERTEX OF TRIANGLE
glVertex3f( X, (Y + 1), -1.0f);//TOP VERTEX OF TRIANGLE
glEnd();
}



class Player : public Spaceship {
public:
Player();
private:
float xPos;
float yPos;
};

Player::Player(){
xPos = 0;
yPos = 0;
}




//THIS IS ANOTHER ATTEMPT AT MAKING A SPACE INVADERS TYPE OF GAME
//THE FIRST PROBLEM IS BEING ABLE TO MAKE AN OBJECT ORIENTED SPACESHIP

//1- MAKE THE PLAYER SHIP SO THAT IT MOVES WHEN THE ARROW KEYS ARE PRESSED
//2- MAKE THE ENEMY SHIP THAT MOVES RANDOMLY
//DERIVE BOTH FROM CLASS SPACESHIP

#include "Spaceship.h"

float ScreenHeight = GetSystemMetrics(SM_CYSCREEN);
float ScreenWidth = GetSystemMetrics(SM_CXSCREEN);

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

Player *Player1 = new Player;

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc

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
{
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
}
/* REWRITING GLSCENE SO THAT IT TAKES TWO FLOATS
THE TWO FLOATS WILL BE USED FOR DECIDING WHERE THE SPACESHIP MOVES TO

///ONLY PART OF THE PROGRAM I MODIFIED! ONLY READ THIS PART! //SAVE TIME!
********************************************************
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix
Player1->Drawbody(0.0f, 0.0f);

return TRUE; // Everything Went OK
}
*/
int DrawGLScene(float X, float Y) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity();
gluLookAt(0.0f, 0.0f, 10.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);// Reset The Current Modelview Matrix
Player1->Move(X, Y);
return TRUE; // Everything Went OK
}


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,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}

if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
{
MessageBox(NULL,"Release Rendering Context Failed.","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,"Release Device Context Failed.","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,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL; // Set hWnd To NULL
}

if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
{
MessageBox(NULL,"Could Not Unregister Class.","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 = "OpenGL"; // Set The Class Name


if (!RegisterClass(&wc)) // Attempt To Register The Window Class

{
MessageBox(NULL,"Failed To Register The Window Class.","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,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","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,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE; // Return FALSE

}
}
}

if (fullscreen) // Are We Still In Fullscreen Mode?

{
dwExnonostyle=WS_EX_APPWINDOW; // Window Extended Style

dwnonostyle=WS_POPUP; // Windows Style

ShowCursor(FALSE); // Hide Mouse Pointer

}
else
{
dwExnonostyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style

dwnonostyle=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

"OpenGL", // Class Name

title, // 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,"Window Creation Error.","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,"Can't Create A GL Device Context.","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,"Can't Find A Suitable PixelFormat.","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,"Can't Set The PixelFormat.","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,"Can't Create A GL Rendering Context.","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,"Can't Activate The GL Rendering Context.","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,"Initialization Failed.","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


float XPosition = 0; //THESE WILL GET PASSED TO GLDRAWSCENE WHICH WILL THEN BE PASSED TO SPACESHIP->MOVE(FLOAT, FLOAT)

float YPosition = 0;

// Ask The User Which Screen Mode They Prefer

if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE; // Windowed Mode

}

// Create Our OpenGL Window

if (!CreateGLWindow("NeHe's OpenGL Framework",1024,768,16,fullscreen)) //ORIGINALLY 640 * 480

{
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) // Program Active?

{
if (keys[VK_ESCAPE]) // Was ESC Pressed?

{
done=TRUE; // ESC Signalled A Quit

}
if(keys[VK_A])
{
XPosition += -.1;
}
if(keys[VK_D])
{
XPosition += .1;
}
if(keys[VK_W])
{
YPosition += .1;
}
if(keys[VK_D])
{
YPosition += -.1;
}

else // Not Time To Quit, Update Screen

{
DrawGLScene(XPosition, YPosition); // Draw The Scene

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 OpenGL Framework",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created

}
}
}
}

// Shutdown

KillGLWindow(); // Kill The Window

return (msg.wParam); // Exit The Program

}


I hope someone can help me. This code is from NeHe's first tutorial, the only thing I modified was the class declarations obviously and the drawglscene function (originally it didn't accept any parameters)

Thanks if someone, anyone, can help me.

Remember, the triangle only disappears when I hit d or s

[edited by - Shadow1234567890 on September 1, 2002 1:52:10 PM]

[edited by - Shadow1234567890 on September 2, 2002 6:56:54 AM]

Share this post


Link to post
Share on other sites
Oh I forgot to add, those virutal key characters didn''t work for me at first, so I had to find a VK.h header file so I could use them.

Here is the VK.h header

/***************************************
VK''S By Dillon Cower (yay!)
***************************************/


#define VK_0 0x30
#define VK_1 0x31
#define VK_2 0x32
#define VK_3 0x33
#define VK_4 0x34
#define VK_5 0x35
#define VK_6 0x36
#define VK_7 0x37
#define VK_8 0x38
#define VK_9 0x39


#define VK_A 0x41
#define VK_B 0x42
#define VK_C 0x43
#define VK_D 0x44
#define VK_E 0x45
#define VK_F 0x46
#define VK_G 0x47
#define VK_H 0x48
#define VK_I 0x49
#define VK_J 0x4A
#define VK_K 0x4B
#define VK_L 0x4C
#define VK_M 0x4D
#define VK_N 0x4E
#define VK_O 0x4F
#define VK_P 0x50
#define VK_Q 0x51
#define VK_R 0x52
#define VK_S 0x53
#define VK_T 0x54
#define VK_U 0x55
#define VK_V 0x56
#define VK_W 0x57
#define VK_X 0x58
#define VK_Y 0x59
#define VK_Z 0x5A

Share this post


Link to post
Share on other sites
This is so common with NeHe tutorials.

You''ve copied the code, and since you''ve not had to learn what the functions you''re calling do, you do not understand the code inside out.

Go through EVERY function call in the code. Look it up in MSDN, check out the parameters and the return codes.

I wish tutorial writers wouldn''t just dump out a load of source code. Make people actually learn what they''re doing for god''s sake, as they will (and it''s been proved here) just rip off the code.


Helpful links:
How To Ask Questions The Smart Way | Google can help with your question | Search MSDN for help with standard C or Windows functions

Share this post


Link to post
Share on other sites
Uhh actually I have a pretty good understanding of what each function does, that is why I am so perplexed and reaching out for some real help because I do not understand why I am getting this error. I have looked through the source code for a LONG time and I''m not sure what could be causing my problems.

btw it disappears even when I use VK_LEFT and VK_DOWN instead of VK_D and VK_S

I had a similar problem with a cube disappearing when I went backwards (changed the variables in the glulookat() function)...someone said I needed to use the gluPerspective function, I tried that for a while but nothing seemed to work...I don''t know if I just specified a bad fov or width:height ratio, but the cube kept on disappearing and never reappearing, and that is what is happening with this triangle.



Share this post


Link to post
Share on other sites
I really need some help here, is there any way I could email this project to someone else with all the source code and workspace files and what not? Zipped and without the debug folder it is only 65KB That way someone could just try it out and see if it is in fact not workign correctly (maybe somethign is wrong with my computer some how?)

Also

Is it possible that the WK_KEYDOWN case in the windows procedure is causing some problems?

case WM_KEYDOWN: // Is A Key Being Held Down?
{
keys[wParam] = TRUE; // If So, Mark It As TRUE
return 0; // Jump Back
}

isn't sParam the same as 0?



[edited by - Shadow1234567890 on September 1, 2002 2:08:19 PM]

Share this post


Link to post
Share on other sites
Well what the heck I have done all that I can do all by myself, I can''t find a problem with any of this code, so I am not sure why the shape is disappearing! I am going to have to start a new thread and ask more specific questions I guess.

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
I think the error is the "else" before the DrawGlScene: remove it


  
else // Not Time To Quit, Update Screen { DrawGLScene(XPosition, YPosition); // Draw The Scene SwapBuffers(hDC); // Swap Buffers (Double Buffering) } }



Check also the (keys[VK_?]) tests...

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
I think the error is the "else" before the DrawGlScene: remove it


  
else // Not Time To Quit, Update Screen

{
DrawGLScene(XPosition, YPosition); // Draw The Scene

SwapBuffers(hDC); // Swap Buffers (Double Buffering)

}


(damn tabs...
Check also the (keys[VK_?]) tests...

Share this post


Link to post
Share on other sites