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.
How do you fade out a scene?
@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:
C++ RULEZ!!!
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!!!
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!!!
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}
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:
The second time the resulting colour is:
So you''re not seeing anything different from if you''d just drawn it in blue without blending.
Enigma
(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!!!
This topic is closed to new replies.
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