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Big Cheez

How do you fade out a scene?

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The simplest way is to simply blend a black quad over the scene and vary the alpha. Alternatively you could change the colour each frame, so glColor3f(r, g, b) would become glColor3f(r * fade, g * fade, b * fade) where fade goes from 1 to 0.

Enigma

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Just wondering...
What if it is necessary not to fade out the scene, but vice versa. That it it becomes brighter, brighter, brighter... will, in this case, blending a white quad with increasing alpha do the job? (never tried this, so one solution is to try , but maybe anyone has better experience?
)

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Alpha doesn''t work for me...
BTW, I''m not using lights yet... just trying to get the scene to fade...

But the r*fade, g*fade, b*fade worked! Thanx!

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@BrennendeKomet: Yeah, it will work. Just use glColor4f( r, g, b, alpha ). rgb is the color to fade to and change alpha slowly form 0 to 1. Blending mode should be set to (src_alpha, one_minus_src_alpha)

@Big Cheez: you need the right blend mode for alpha to work.

[edited by - _DarkWIng_ on February 8, 2004 6:54:30 AM]

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Ah. So it''s blending that you see whenever you see something semitransparent in OpenGL. So I''ll read the blending tutorial. Thanx!

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Great. Just great. Blending doesn''t work!


#include <windows.h> // Header File For Windows

#include <math.h> // Header File For Windows Math Library

#include <stdio.h> // Header File For Standard Input/Output

#include <stdarg.h> // Header File For Variable Argument Routines

#include <gl\gl.h> // Header File For The OpenGL32 Library

#include <gl\glu.h> // Header File For The GLu32 Library

#include <gl\glaux.h> // Header File For The Glaux Library

#include <time.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


GLfloat cnt1; // 1st Counter Used For Coloring

GLfloat cnt2; // 2nd Counter Used For Coloring


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


float rot8=0.0;
int scene=1;
int cyclesElapsed=0;
float fade=1.0;

int i=0; //for for loops


float junk=0; //whatever we want


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

{
glColor4f(1.0f,1.0f,1.0f,0.5f);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
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 Screen And Depth Buffer

glLoadIdentity(); // Reset The Current Modelview Matrix

cyclesElapsed+=1;
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
switch(scene){
case 1:
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glTranslatef(0,0,-6);
glRotatef(rot8,1,1,1);
rot8+=0.5;
glBegin(GL_QUADS);
glColor4f(0,0,1,0.5); //blue

glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Top)

glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Top)

glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top)

glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top)


glVertex3f( 1.0f,-1.0f, 1.0f); // Top Right Of The Quad (Bottom)

glVertex3f(-1.0f,-1.0f, 1.0f); // Top Left Of The Quad (Bottom)

glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Bottom)

glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Bottom)


glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front)

glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front)

glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Front)

glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Front)


glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Back)

glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Back)

glVertex3f(-1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Back)

glVertex3f( 1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Back)


glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left)

glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Left)

glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Left)

glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Left)


glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Right)

glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Right)

glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Right)

glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Right)

glEnd();
if(cyclesElapsed>=2500){
cyclesElapsed=0;
scene+=1;
}
break;

case 2:
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glTranslatef(0,0,-6);
glRotatef(rot8,1,1,1);
rot8+=0.5;
glBegin(GL_QUADS);
glColor3f(1.0f*float(cos(cnt1)),1.0f*float(sin(cnt2)),1.0f-0.5f*float(cos(cnt1+cnt2)));//rainbow

glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Top)

glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Top)

glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top)

glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top)


glVertex3f( 1.0f,-1.0f, 1.0f); // Top Right Of The Quad (Bottom)

glVertex3f(-1.0f,-1.0f, 1.0f); // Top Left Of The Quad (Bottom)

glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Bottom)

glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Bottom)


glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front)

glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front)

glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Front)

glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Front)


glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Back)

glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Back)

glVertex3f(-1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Back)

glVertex3f( 1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Back)


glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left)

glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Left)

glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Left)

glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Left)


glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Right)

glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Right)

glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Right)

glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Right)

glEnd();

cnt1+=0.007f;
cnt2+=0.005f;

if(cyclesElapsed>=2500){
cyclesElapsed=0;
scene+=1;
}
break;

case 3:
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
if(fade>0){
glTranslatef(0,0,-6);
glRotatef(rot8,1,1,1);
rot8+=0.5;
glBegin(GL_QUADS);
glColor3f(0,0,fade); //blue

glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Top)

glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Top)

glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top)

glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top)


glVertex3f( 1.0f,-1.0f, 1.0f); // Top Right Of The Quad (Bottom)

glVertex3f(-1.0f,-1.0f, 1.0f); // Top Left Of The Quad (Bottom)

glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Bottom)

glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Bottom)


glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front)

glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front)

glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Front)

glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Front)


glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Back)

glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Back)

glVertex3f(-1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Back)

glVertex3f( 1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Back)


glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left)

glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Left)

glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Left)

glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Left)


glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Right)

glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Right)

glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Right)

glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Right)

glEnd();

fade-=0.004;
}

if(cyclesElapsed>=300){
cyclesElapsed=0;
scene+=1;
}
break;

default:
break;
}
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

}
}

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?

{
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

"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


// Create Our OpenGL Window

if (!CreateGLWindow("Demo",1024,768,32,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) // Program Active?

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

{
done=TRUE; // ESC Signalled A Quit

}
else // Not Time To Quit, Update Screen

{
DrawGLScene(); // Draw The Scene

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

}
}
}
}

// Shutdown

KillGLWindow(); // Kill The Window

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

}

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To enable blending, you must set the alpha value which you can only set when using glColor4x(r,g,b,a); where a is the alpha value (used for blending, mostly as transparancy).

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