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OpenGL wierd fps problem and colour problem

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i am using gametutorials heightmap code in my game but its not working to great. When i use the original program, it runs at aobut 200 fps. my version for som reason runs at 11 fps. Also, when i render it, the screen goes yellow lol. heres the code


#include <windows.h>
#include <stdio.h>
#include <stdlib.h>
#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 <math.h>
#include "main.h"
#include "terrain.h"
#include "bmp.h"


// This stores the desired depth that we want to fog
extern float g_FogDepth;

// This is our fog extension function pointer to set a vertice's depth
extern PFNGLFOGCOORDFEXTPROC glFogCoordfEXT;

int cTerrain :: Height(int X, int Y, int ID)
{
	// Make sure we don't go past our array size
	int x = X % terrain[ID].MAP_SIZE;					// Error check our x value
	int y = Y % terrain[ID].MAP_SIZE;					// Error check our y value

	//if(!terrain[ID].HeightMap) return 0;				// Make sure our data is valid

	// Use the equation: index = (x + (y * arrayWidth) ) to find the current height
	return terrain[ID].HeightMap[x + (y * terrain[ID].MAP_SIZE)];	// Index into our height array and return the height
}

int cTerrain :: GetID(int ID)
{
	for (int i = 0; i < TerrainCount; i++)
	{
		if (terrain[i].ID == i)
		{
			return i;
		}
	}

	return -1;
}

void cTerrain :: SetTextureCoord(float x, float z, int ID)
{
	// Find the (u, v) coordinate for the current vertex
	float u =  (float)x / (float)terrain[ID].MAP_SIZE;
	float v = -(float)z / (float)terrain[ID].MAP_SIZE;
	
	// Give OpenGL the current terrain texture coordinate for our height map
	glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u, v);

	// Give OpenGL the current detail texture coordinate for our height map
	glMultiTexCoord2fARB(GL_TEXTURE1_ARB, u, v);
}


void SetFogCoord(float depth, float height)
{

	float fogY = 0;

	// Check if the height of this vertex is greater than the depth (needs no fog)
	if(height > depth)
		fogY = 0;
	// Otherwise, calculate the fog depth for the current vertex
	else
		fogY = -(height - depth);

	// Assign the fog coordinate for this vertex using our extension function pointer
	glFogCoordfEXT(fogY);
}

void cTerrain :: RenderHeightMap(int ID)
{
	int X = 0, Y = 0;						// Create some variables to walk the array with.
	int x, y, z;							// Create some variables for readability
	bool bSwitchSides = false;

		for (int i = 0; i < TerrainCount; i++)
		{
			if (terrain[i].ID == ID)
			{
				if(!terrain[i].HeightMap) return;

				// Activate the first texture ID and bind the tree background to it
				glActiveTextureARB(GL_TEXTURE0_ARB);
				glEnable(GL_TEXTURE_2D);

				if(bmp.FindTexture(terrain[i].TexBase))
				{
					glBindTexture(GL_TEXTURE_2D, bmp.Texture(terrain[i].TexBase));
				}

					// Activate the second texture ID and bind the fog texture to it
					glActiveTextureARB(GL_TEXTURE1_ARB);
					glEnable(GL_TEXTURE_2D);
					
					// Here we turn on the COMBINE properties and increase our RGB
					// gamma for the detail texture.  2 seems to work just right.
					glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
					glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2);
					
					// Bind the detail texture
					if(bmp.FindTexture(terrain[i].TexDetail))
					{
						glBindTexture(GL_TEXTURE_2D, bmp.Texture(terrain[i].TexDetail));
					}
				
					// Now we want to enter the texture matrix.  This will allow us
					// to change the tiling of the detail texture.
					glMatrixMode(GL_TEXTURE);

						// Reset the current matrix and apply our chosen scale value
						glLoadIdentity();
						glScalef((float)8, (float)8, 1);

					// Leave the texture matrix and set us back in the model view matrix
					glMatrixMode(GL_MODELVIEW);

				// We want to render triangle strips
				glBegin( GL_TRIANGLE_STRIP );			

				// Go through all of the rows of the height map
				for ( X = 0; X <= 1024; X += 16 )
				{
					// Check if we need to render the opposite way for this column
					if(bSwitchSides)
					{	
						// Render a column of the terrain, for this current X.
						// We start at MAP_SIZE and render down to 0.
						for ( Y = 1024; Y >= 0; Y -= 16 )
						{
							// Get the (X, Y, Z) value for the bottom left vertex		
							x = X;							
							y = Height( X, Y, i );	
							z = Y;							

							// Set the fog coordinate for this vertex, depending on it's height
							// and the current depth of the fog.
							SetFogCoord(g_FogDepth, (float)y);


							// Set the current texture coordinate and render the vertex
							SetTextureCoord( (float)x, (float)z, i );
							glVertex3i(x, y, z);		

							// Get the (X, Y, Z) value for the bottom right vertex		
							x = X + 16; 
							y = Height( X + 16, Y, i ); 
							z = Y;

							// Set the fog coordinate for this vertex
							SetFogCoord(g_FogDepth, (float)y);

							// Set the current texture coordinate and render the vertex
							SetTextureCoord( (float)x, (float)z, i );
							glVertex3i(x, y, z);		
						}
					}
					else
					{	
						// Render a column of the terrain, for this current X.
						// We start at 0 and render down up to MAP_SIZE.
						for ( Y = 0; Y <= 1024; Y += 16 )
						{
							// Get the (X, Y, Z) value for the bottom right vertex		
							x = X + 16; 
							y = Height( X + 16, Y, i ); 
							z = Y;

							// Set the fog coordinate for this vertex
							SetFogCoord(g_FogDepth, (float)y);


							// Set the current texture coordinate and render the vertex
							SetTextureCoord( (float)x, (float)z, i );
							glVertex3i(x, y, z);

							// Get the (X, Y, Z) value for the bottom left vertex		
							x = X;							
							y = Height( X, Y, i );	
							z = Y;							

							// Set the fog coordinate for this vertex
							SetFogCoord(g_FogDepth, (float)y);

							// Set the current texture coordinate and render the vertex
							SetTextureCoord( (float)x, (float)z, i );
							glVertex3i(x, y, z);		
						}
					}

					// Switch the direction the column renders to allow the fluid tri strips
					bSwitchSides = !bSwitchSides;
				}

				// Stop rendering triangle strips
				glEnd();

				// Turn the second multitexture pass off
				glActiveTextureARB(GL_TEXTURE1_ARB);
				//glDisable(GL_TEXTURE_2D);

				// Turn the first multitexture pass off
				glActiveTextureARB(GL_TEXTURE0_ARB);		
				//glDisable(GL_TEXTURE_2D);
			}
		}
	//glPopMatrix();
}

BOOL cTerrain :: LoadRawFile(LPSTR strName, int nSize, int ID, std::string TexBase, std::string TexDetail)
{
	FILE *pFile = NULL;

	// Let's open the file in Read/Binary mode.
	pFile = fopen( strName, "rb" );

	// Check to see if we found the file and could open it
	if ( pFile == NULL )	
	{
		// Display our error message and stop the function
		MessageBox(HWND_DESKTOP, "Can't find the height map!", "Error", MB_OK);
		return FALSE;
	}

	TERRAIN tmpTerrain;

	terrain.push_back(tmpTerrain);
	TerrainCount += 1;

	terrain[TerrainCount - 1].HeightMap = new BYTE[1024 * 1024];
	terrain[TerrainCount - 1].MAP_SIZE = nSize;
	terrain[TerrainCount - 1].ID = ID;
	terrain[TerrainCount - 1].TexBase = TexBase;
	terrain[TerrainCount - 1].TexDetail = TexDetail;

	// Here we load the .raw file into our pHeightMap data array.
	// We are only reading in '1', and the size is the (width * height)
	fread( terrain[TerrainCount - 1].HeightMap, 1, nSize * nSize, pFile );

	// After we read the data, it's a good idea to check if everything read fine.
	int result = ferror( pFile );

	// Check if we received an error.
	if (result)
	{
		MessageBox(NULL, "Can't get data!", "Error", MB_OK);
	}

	// Close the file.
	fclose(pFile);

	return TRUE;
}

cTerrain :: cTerrain()
{

}

cTerrain :: ~cTerrain()
{
	for (int i = 0; i < TerrainCount; i++)
	{
		delete [] terrain[i].HeightMap;
	}

	terrain.clear();
}

any ideas on y this is happening would be great thx jake

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It is difficult to say why the screen is yellow only by looking at that code. The only guess I can made is about the fog. What color is your fog? Maybe it is really yellow...
To fix the fps problem try using vertex arrays, or better VBOs.

Anyway, as a general guideline: NEVER draw geometry using glBegin/End if speed matters to you.

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