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OpenGL problem

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here is my source code that is working:
#include <windows.h>							
#include <gl\gl.h>								
#include <gl\glu.h>								
#include <gl\glaux.h>	
#include <string>

using namespace std;							

HGLRC           hRC=NULL;							
HDC             hDC=NULL;						
HWND            hWnd=NULL;						
HINSTANCE       hInstance;						

bool	keys[256];							
bool	active=TRUE;								
bool	fullscreen=TRUE;

class GLTriangle
{

	public:
		
		GLTriangle();
		void CreateGLTriangle( float, float, float, float, float, float, float, float, float);
		void DisplayGLTriangle();

	private:

		float point1x;
		float point1y;
		float point1z;
		float point2x;
		float point2y;
		float point2z;
		float point3x;
		float point3y;
		float point3z;

};

void GLTriangle::DisplayGLTriangle()
{

	glBegin(GL_TRIANGLES);		
		glVertex3f( point1x, point1y, point1z);
		glVertex3f( point2x, point2y, point2z);
		glVertex3f( point3x, point3y, point3z);
	glEnd();

}

void GLTriangle::CreateGLTriangle(float a, float b, float c, float d, float e, float f, float g, float h, float i)
{
	
	point1x = a;
	point1y = b;
	point1z = c;
	point2x = d;
	point2y = e;
	point2z = f;
	point3x = g;
	point3y = h;
	point3z = i;		
	
}

GLTriangle::GLTriangle()
{
	
	point1x = 0.0;
	point1y = 0.0;
	point1z = 0.0;
	point2x = 0.0;
	point2y = 0.0;
	point2z = 0.0;
	point3x = 0.0;
	point3y = 0.0;
	point3z = 0.0;
	
}

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);						// Enables Smooth Shading


	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);					// Black Background


	glClearDepth(1.0f);							// Depth Buffer Setup

	glEnable(GL_DEPTH_TEST);						// Enables Depth Testing

	glDepthFunc(GL_LEQUAL);							// The Type Of Depth Test 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();

	GLTriangle test;

	glTranslatef(-1.5f,0.0f,-6.0f);
	
	test.CreateGLTriangle( 0.0, 1.0, 0.0, -1.0,-1.0, 0.0, 1.0, -1.0, 0.0);
	test.DisplayGLTriangle();
	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 Move, 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;							// Exit And 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 Run In A Window.

			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;				// Select Windowed Mode (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;					// Exit And 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


	if (!(hWnd=CreateWindowEx(	dwExStyle,				// Extended Style For The Window

					"OpenGL",				// Class Name

					title,					// Window Title

					WS_CLIPSIBLINGS |			// Required Window Style

					WS_CLIPCHILDREN |			// Required Window Style

					dwStyle,				// Selected Window Style

					0, 0,					// Window Position

					WindowRect.right-WindowRect.left,	// Calculate Adjusted Window Width

					WindowRect.bottom-WindowRect.top,	// Calculate Adjusted Window Height

					NULL,					// No Parent Window

					NULL,					// No Menu

					hInstance,				// Instance

					NULL)))					// Don''t 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


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

	}

	while(!done)								// Loop That Runs Until done=TRUE

	{

		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)

				}
			}			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

}
and here is what is not working:
#include <windows.h>							
#include <gl\gl.h>								
#include <gl\glu.h>								
#include <gl\glaux.h>	
#include <string>

using namespace std;							

HGLRC           hRC=NULL;							
HDC             hDC=NULL;						
HWND            hWnd=NULL;						
HINSTANCE       hInstance;						

bool	keys[256];							
bool	active=TRUE;								
bool	fullscreen=TRUE;

class GLTriangle
{

	public:
		
		GLTriangle();
		void CreateGLTriangle( float, float, float, float, float, float, float, float, float);
		void DisplayGLTriangle();

	private:

		float point1x;
		float point1y;
		float point1z;
		float point2x;
		float point2y;
		float point2z;
		float point3x;
		float point3y;
		float point3z;
		double colorvertex[ 3 ];

};

void GLTriangle::DisplayGLTriangle()
{

	glBegin(GL_TRIANGLES);		
		glVertex3f( point1x, point1y, point1z);
		glVertex3f( point2x, point2y, point2z);
		glVertex3f( point3x, point3y, point3z);
	glEnd();

}

void GLTriangle::CreateGLTriangle(float a, float b, float c, float d, float e, float f, float g, float h, float i)
{
	
	point1x = a;
	point1y = b;
	point1z = c;
	point2x = d;
	point2y = e;
	point2z = f;
	point3x = g;
	point3y = h;
	point3z = i;		
	
}

GLTriangle::GLTriangle()
{
	
	point1x = 0.0;
	point1y = 0.0;
	point1z = 0.0;
	point2x = 0.0;
	point2y = 0.0;
	point2z = 0.0;
	point3x = 0.0;
	point3y = 0.0;
	point3z = 0.0;
	colorvertex[ 3 ] = ( 0, 0, 0 );
	
}

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);						// Enables Smooth Shading


	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);					// Black Background


	glClearDepth(1.0f);							// Depth Buffer Setup

	glEnable(GL_DEPTH_TEST);						// Enables Depth Testing

	glDepthFunc(GL_LEQUAL);							// The Type Of Depth Test 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();

	GLTriangle test;

	glTranslatef(-1.5f,0.0f,-6.0f);
	
	test.CreateGLTriangle( 0.0, 1.0, 0.0, -1.0,-1.0, 0.0, 1.0, -1.0, 0.0);
	test.DisplayGLTriangle();
	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 Move, 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;							// Exit And 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 Run In A Window.

			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;				// Select Windowed Mode (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;					// Exit And 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


	if (!(hWnd=CreateWindowEx(	dwExStyle,				// Extended Style For The Window

					"OpenGL",				// Class Name

					title,					// Window Title

					WS_CLIPSIBLINGS |			// Required Window Style

					WS_CLIPCHILDREN |			// Required Window Style

					dwStyle,				// Selected Window Style

					0, 0,					// Window Position

					WindowRect.right-WindowRect.left,	// Calculate Adjusted Window Width

					WindowRect.bottom-WindowRect.top,	// Calculate Adjusted Window Height

					NULL,					// No Parent Window

					NULL,					// No Menu

					hInstance,				// Instance

					NULL)))					// Don''t 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


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

	}

	while(!done)								// Loop That Runs Until done=TRUE

	{

		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)

				}
			}			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

}
the second one compile but when i run in, windows say i can''t a error. the only thing that is different is the there is double colorvertex[ 3 ] and colorvertex[ 3 ] = ( 0, 0, 0 ); in class GLTriangle. when I take those two out and run it the triangle comes up and not windows error message. someone please help me.

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colorvertex[ 3 ] = ( 0, 0, 0 );

This statement above puts 0 to colorvertex[3], but you haven´t allocated space for colorvertex[3], only for 0, 1 and 2.. so it puts that 0 to some other address that´s used by some other variable and that´s why the error..

You should put it like this:

colorvertex[0] = 0;
colorvertex[1] = 0;
colorvertex[2] = 0;

That way you are trying to put those values is not legal..


[edited by - Mkk on March 26, 2004 2:34:25 PM]

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It is possible if you were initializing the array or if you make a function that returns the values of all of the elements. Like so:


int * GetArray( int a, int b, int c )
{

int * retArray = new int[3];
// or retArray = (int*)calloc( 3, sizeof(int) ); if you''re used to C


retArray[0] = a;
retArray[1] = b;
retArray[2] = c;

return(retArray);
}

int main(void)
{

int * colorArray = GetArray( 255, 0, 0 ); // get red


}

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