How do you fade out a scene?

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26 comments, last by Big Cheez 20 years, 2 months ago
Stile is a topic for itself but Komet is right, a function or two for the sake of a nice program structure wouldn''t hurt...

But well, back to fading. Here''s some code i used for a fading intro screen:

//////////////////////////////////////////////////////////////

CSGL_Texture logo; // Just a Texture class
logo.SGL_LoadTexture("Textures\\logo.bmp");

float time = timeGetTime()/10;
float alpha = 0;
GLuint Llogo;

Llogo = glGenLists(1);
glNewList(Llogo,GL_COMPILE);
logo.SGL_BindTexture();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.4f, -1.0f, -2.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.4f, -1.0f, -2.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.4f, 1.0f, -2.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.4f, 1.0f, -2.5f);
glEnd();
glEndList();

glBlendFunc(GL_SRC_ALPHA,GL_ONE);
glEnable(GL_BLEND);

while((timeGetTime() / 10) - time < 650)
{
SGL_ResetScene(); // calls glClear() and glLoadIdentity()
glColor4f(1,1,1,sin(alpha));
glCallList(Llogo);
alpha += 0.01f;
SGL_SwapBuffers(); // calls SwapBuffers()
}

/////////////////////////////////////////////////////////////

using sin() and a constant time isn''t the best way because it just works fine with a specific frame-rate, but the sample shows a basic way to fade in and out a screen.
Hope it helps a bit.
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By the way... how to make this code-window?
@Enigma:
Thanks you for the link! Actually, i have not yet seen that story (by the way it is an interesting reading!).
Well, you are right, maybe i had to take more neutral position... to say the truth, i had no idea that there was any strict distictions in notations, even that they have names

Now, i understand, that i myself use neither one nor other named notation, rather some combination of them, which, i think, is common and unique to a programmer/group of programmers worling together.

Finally, i''d like to quote one thing from the story you kindly presented:

quote:
"I believe source code is a form of communication," the Guru pressed on. "The question is, who is that communication aimed at? The compiler? No. Source code is a medium of communication from one programmer to another. It is an expression of intent, of what is desired to happen. We must strive to keep that communication as simple and clear as possible. In order to do that, variable names should reflect the roles that those variables play."


C++ RULEZ!!!
C++ RULEZ!!! :)
indeed, varibles should express ''role'' but NOT type infomation, its role might not change, and if it does it should be renamed, but its type can change without its roll being changed, which is why you can end up with iVar being a float :o
quote:Original post by pest1010100
By the way... how to make this code-window?


use [ source ] and [ /source ] tags, without spaces of course...
...and one tip: if you want to find out how something in someone''s post is done, just ckick "edit" on his post, and look for necessary tags in the quoted post!

Good Luck!

C++ RULEZ!!!
C++ RULEZ!!! :)
Still don''t know what''s wrong with the blending, here ya go, the cube''s in a function now:
#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 ContextHGLRC		hRC=NULL;		// Permanent Rendering ContextHWND		hWnd=NULL;		// Holds Our Window HandleHINSTANCE	hInstance;		// Holds The Instance Of The ApplicationGLfloat	cnt1;							// 1st Counter Used For ColoringGLfloat	cnt2;							// 2nd Counter Used For Coloringbool	keys[256];			// Array Used For The Keyboard Routinebool	active=TRUE;		// Window Active Flag Set To TRUE By Defaultbool	fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Defaultfloat rot8=0.0;int scene=1;int cyclesElapsed=0;float fade=1.0;int i=0;					//for for loopsint j=0;					//for for loopsint k=0;					//for for loopsint l=0;					//for for loopsfloat junk=0;				//whatever we wantLRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProcGLvoid 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{	glBlendFunc(GL_SRC_ALPHA,GL_ONE);	glColor4f(1.0f,1.0f,1.0f,0.5f);	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}void glDrawCube(){	glBegin(GL_QUADS);	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();}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;		glColor4f(0,0,1,0.5);					//blue		glDrawCube();		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;		glColor3f(1.0f*float(cos(cnt1)),1.0f*float(sin(cnt2)),1.0f-0.5f*float(cos(cnt1+cnt2)));//rainbow		glDrawCube();		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;			glColor3f((1.0f*float(cos(cnt1)))*fade,(1.0f*float(sin(cnt2)))*fade,(1.0f-0.5f*float(cos(cnt1+cnt2)))*fade);//rainbow			glDrawCube();					fade-=0.002;		}		if(cyclesElapsed>=550){			cyclesElapsed=0;			scene+=1;		}		break;	case 4:		for(i=0;i>=1000;i++){			for(j=0;j>=1000;j++){				for(k=0;k>=1000;k++){					glTranslatef(i*2,j*2,k*2);					glColor3f(0,0,1);					glBegin(GL_QUADS);					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();				}			}		}		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}
"That MSMAGNET program trashed my hard drive!"
What exactly is the problem with blending? If you''re refering to the first scene with the blue quad the problem is you are using additive blending (GL_SRC_ALPHA, GL_ONE) with an alpha of 0.5 on a cube with depth testing disabled. Because there is no depth testing and the object is a cube, each pixel will be rendered exactly twice. The first time the resulting colour is:
(blue * SRC_ALPHA) + (black * ONE) = (blue * 0.5) + (0) = (blue * 0.5)

The second time the resulting colour is:
(blue * SRC_ALPHA) + ((blue * 0.5) * ONE) = (blue * 0.5) + (blue * 0.5) = blue

So you''re not seeing anything different from if you''d just drawn it in blue without blending.

Enigma
quote:Original post by pest1010100
Stile is a topic for itself but Komet is right, a function or two for the sake of a nice program structure wouldn''t hurt...


Even more, it affetcs the size of the resulting module, and makes the program more portable and extensible.
Even if one wants to speed-up the program, by removing unneccessary function-calls, it is possible to give the compiler the hint inline (or even force_inline ) - let the compiler decide what is better

C++ RULEZ!!!
C++ RULEZ!!! :)

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