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Arczi

OpenGL Problem with texturing

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Hi, I made 3d model in 3ds max and then I convert model in PolyTrans to OpenGL C code. I have a problem to add texture to object. I explore tutorials on GameDev.Net but I don't find any solution of my problem. Could anybody help me, please. This is a C code of my object. #include <math.h> #include <stdio.h> #include <windows.h> #include <gl\gl.h> #include <gl\glu.h> #include <gl\glaux.h> HDC hDC=NULL; HGLRC hRC=NULL; HWND hWnd=NULL; bool keys[256]; bool active=TRUE; bool fullscreen=false; const float pi180 = 0.0174532925f; float kat,dlobrotu=1; float x,y,z; float pozx, pozy, pozz; float dlkroku=1; GLuint texture[1]; LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); AUX_RGBImageRec *LoadBMP(char *Filename) { FILE *File=NULL; if (!Filename) { return NULL; } File=fopen(Filename,"r"); if (File) { fclose(File); return auxDIBImageLoad(Filename); } return NULL; } int LoadGLTextures() { int Status=FALSE; AUX_RGBImageRec *TextureImage[1]; memset(TextureImage,0,sizeof(void *)*1); if (TextureImage[0]=LoadBMP("Limesto1.bmp")) { Status=TRUE; glGenTextures(1, &texture[0]); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); } if (TextureImage[0]) { if (TextureImage[0]->data) { free(TextureImage[0]->data); } free(TextureImage[0]); } return Status; } GLvoid ReSizeGLScene(GLsizei width, GLsizei height) { if (height==0) { height=1; } glViewport(0,0,width,height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } int InitGL(GLvoid) {if (!LoadGLTextures()) { return FALSE; } glShadeModel(GL_SMOOTH); glClearColor(0.0f, 0.0f, 0.0f, 0.5f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); return TRUE; } void OGL_Set_Current_Material_Parameters(float shininess, float r_diffuseColor, float g_diffuseColor, float b_diffuseColor, float r_specularColor, float g_specularColor, float b_specularColor) { GLfloat glfModelSpecular[4]; glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess); glfModelSpecular[0] = r_specularColor; glfModelSpecular[1] = g_specularColor; glfModelSpecular[2] = b_specularColor; glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, glfModelSpecular); glColor3f(r_diffuseColor, g_diffuseColor, b_diffuseColor); } void OGL_Set_Current_Texture_Map(char *texture_map_name, float u_scale, float v_scale, float u_offset, float v_offset) { } void rysuj() { glBindTexture(GL_TEXTURE_2D, texture[0]); static GLfloat VertexData[] = { -50.0000f, -45.8175f, -2.00275e-006f, 50.0000f, -45.8175f, -2.00275e-006f, -50.0000f, 45.8175f, 2.00275e-006f, 50.0000f, 45.8175f, 2.00275e-006f, -50.0000f, -45.8175f, 38.4030f, 50.0000f, -45.8175f, 38.4030f, -50.0000f, 45.8175f, 38.4030f, 50.0000f, 45.8175f, 38.4030f, -50.0000f, -45.8175f, -2.00275e-006f, 50.0000f, -45.8175f, -2.00275e-006f, 50.0000f, -45.8175f, 38.4030f, 50.0000f, -45.8175f, 38.4030f, -50.0000f, -45.8175f, 38.4030f, -50.0000f, -45.8175f, -2.00275e-006f, 50.0000f, 45.8175f, 2.00275e-006f, 50.0000f, -45.8175f, 38.4030f, 50.0000f, 45.8175f, 2.00275e-006f, -50.0000f, 45.8175f, 2.00275e-006f, -50.0000f, 45.8175f, 38.4030f, -50.0000f, 45.8175f, 38.4030f, 50.0000f, 45.8175f, 38.4030f, 50.0000f, 45.8175f, 2.00275e-006f, -50.0000f, 45.8175f, 2.00275e-006f, -50.0000f, -45.8175f, 38.4030f, -50.0000f, -45.8175f, 38.4030f, -50.0000f, 45.8175f, 2.00275e-006f }; static GLfloat NormalData[] = { 0.000000f, 4.37114e-008f, -1.00000f, 0.000000f, -4.37114e-008f, 1.00000f, 0.000000f, -1.00000f, -4.37114e-008f, 1.00000f, -6.46120e-017f, -2.82428e-024f, 0.000000f, 1.00000f, 4.37114e-008f, -1.00000f, 0.000000f, 0.000000f }; static GLfloat TexCoordData[] = { 0.000000f, 0.000000f, 0.000000f, 1.00000f, 1.00000f, 0.000000f, 1.00000f, 1.00000f }; static GLint Indices[] = { 0, 2, 3, 3, 1, 0, 4, 5, 7, 7, 6, 4, 8, 9, 10, 11, 12, 13, 1, 14, 7, 7, 15, 1, 16, 17, 18, 19, 20, 21, 22, 0, 23, 24, 6, 25 }; glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, 0, TexCoordData); glEnableClientState(GL_NORMAL_ARRAY); glNormalPointer(GL_FLOAT, 0, NormalData); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, VertexData); OGL_Set_Current_Material_Parameters(15.0000f, 1.00000f, 1.00000f, 1.00000f, 0.898039f, 0.898039f, 0.898039f); OGL_Set_Current_Texture_Map("limesto1.jpg", 1.00000f, 1.00000f, 0.000000f, 0.000000f); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[0]); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[3]); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[6]); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[9]); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[12]); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[15]); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[18]); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[21]); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[24]); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[27]); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[30]); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[33]); } int DrawGLScene(GLvoid) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0,0,-20); pozx=x+8*sin((kat*pi180)); pozz=z+8*cos((kat*pi180)); pozy=y; gluLookAt(x,y,z,pozx,pozy,pozz,0,1,0); rysuj(); return true; } GLvoid KillGLWindow(GLvoid) { if (hRC) { if (!wglMakeCurrent(NULL,NULL)) { MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } if (!wglDeleteContext(hRC)) { MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } hRC=NULL; } if (hDC && !ReleaseDC(hWnd,hDC)) { MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hDC=NULL; } if (hWnd && !DestroyWindow(hWnd)) { MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hWnd=NULL; } if (fullscreen) { ChangeDisplaySettings(NULL,0); ShowCursor(TRUE); } } BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag) { GLuint PixelFormat; HINSTANCE hInstance; WNDCLASS wc; DWORD dwExstyle; DWORD dwstyle; fullscreen=fullscreenflag; hInstance = GetModuleHandle(NULL); wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; wc.lpfnWndProc = (WNDPROC) WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = NULL; wc.lpszMenuName = NULL; wc.lpszClassName = "OpenGL"; if (!RegisterClass(&wc)) { MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; } if (fullscreen) { DEVMODE dmScreenSettings; memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); dmScreenSettings.dmSize=sizeof(dmScreenSettings); dmScreenSettings.dmPelsWidth = width; dmScreenSettings.dmPelsHeight = height; dmScreenSettings.dmBitsPerPel = bits; dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT; if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL) { 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; } else { MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP); return FALSE; } } } if (fullscreen) { dwExstyle=WS_EX_APPWINDOW; dwstyle=WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN; ShowCursor(FALSE); } else { dwExstyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; dwstyle=WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS | WS_CLIPCHILDREN; } if (!(hWnd=CreateWindowEx( dwExstyle, "OpenGL", title, dwstyle, 0, 0, width, height, NULL, NULL, hInstance, NULL))) { KillGLWindow(); MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; } static PIXELFORMATDESCRIPTOR pfd= { sizeof(PIXELFORMATDESCRIPTOR), 1, PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, PFD_TYPE_RGBA, bits, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16, 0, 0, PFD_MAIN_PLANE, 0, 0, 0, 0 }; if (!(hDC=GetDC(hWnd))) { KillGLWindow(); MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; } if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) { KillGLWindow(); MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; } if(!SetPixelFormat(hDC,PixelFormat,&pfd)) { KillGLWindow(); MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; } if (!(hRC=wglCreateContext(hDC))) { KillGLWindow(); MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; } if(!wglMakeCurrent(hDC,hRC)) { KillGLWindow(); MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; } ShowWindow(hWnd,SW_SHOW); SetForegroundWindow(hWnd); SetFocus(hWnd); ReSizeGLScene(width, height); if (!InitGL()) { KillGLWindow(); MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; } return TRUE; } LRESULT CALLBACK WndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_ACTIVATE: { if (!HIWORD(wParam)) { active=TRUE; } else { active=FALSE; } return 0; } case WM_SYSCOMMAND: { switch (wParam) { case SC_SCREENSAVE: case SC_MONITORPOWER: return 0; } break; } case WM_CLOSE: { PostQuitMessage(0); return 0; } case WM_KEYDOWN: { keys[wParam] = TRUE; return 0; } case WM_KEYUP: { keys[wParam] = FALSE; return 0; } case WM_SIZE: { ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); return 0; } } return DefWindowProc(hWnd,uMsg,wParam,lParam); } int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { MSG msg; BOOL done=FALSE; if (!CreateGLWindow("¯uraw Mostostal 120/160",1024,768,16,fullscreen)) { return 0; } while(!done) { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { if (msg.message==WM_QUIT) { done=TRUE; } else { TranslateMessage(&msg); DispatchMessage(&msg); } } else { if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) { done=TRUE; } else { SwapBuffers(hDC); } if(keys[VK_LEFT]==true) {if(kat>360.0f){kat=0.0f;};kat+=dlobrotu;} if(keys[VK_RIGHT]==true) {if(kat<-360.0f){kat=0.0f;};kat-=dlobrotu;} if(keys[VK_UP]==true) { y=0; x=x+dlkroku*sin((kat*pi180)); z=z+dlkroku*cos((kat*pi180)); } if(keys[VK_DOWN]==true) { y=0; x=x-dlkroku*sin((kat*pi180)); z=z-dlkroku*cos((kat*pi180));} } } KillGLWindow(); return (msg.wParam); } Could anybody correct this code, please. Thanks in advance, Arczi

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Hi,
Try to use this tag next time ,if you don't mind :)
[*source]code[*/source]
remove *.

you forget to enable GL_TEXTURE_2D just put glEnable(GL_TEXTURE_2D); somewhere in your code.
bye

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If you do this whole point of glDrawElements is lost. Just do it once.


glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[0]);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[3]);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[6]);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[9]);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[12]);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[15]);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[18]);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[21]);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[24]);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[27]);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[30]);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, &Indices[33]);



Do it once only


glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, &Indices[0]);



For now you can put glEnable(GL_TEXTURE_2D) in you initGL code.

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Quote:
Original post by Arczi
Now it's working but texture is display only at one wall of box.


Thats probably because here you have info only for 1 triangle/quad


static GLfloat TexCoordData[] = {
0.000000f, 0.000000f, 0.000000f, 1.00000f, 1.00000f, 0.000000f,
1.00000f, 1.00000f
};



The number of texture coordinates should be equal to number of vertices. So if you have 24 vertices, you need 24 texture coordinates. Currently this looks like a cube so make a copy of the same data. Generally vertices have 3 values - x, y, z so they have total number of values = 72 while texture coordinates are generally have only s, t values so they would be 48 values in total in the array ie if you have 24 vertices. Same goes for normals -> they have 3 values, x, y, z so they also will have to be 72 values ie if you want to use glDrawElements but if you use immediate mode then what you have should probably suffice.


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Holly molly check the length of that code, dude seriously!!!
Next time, please use the source tags to encapsulate your code layout.
Thank you
PS: You can check the FAQ to get to know how to use the said tag.

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Hallo again
I,ve seriously problem to put texture on the Box so I exported *.3ds to c++ in another aplication and I've the same problem like in the topic: how to add texture to the box ?

It's realy important to me because I've 4 days to exam so if you could help me, please.

My texture name is limesto1.bmp


#include <windows.h>
#include <GL\gl.h>
#include <GL\glu.h>


struct sample_MATERIAL{
GLfloat ambient[3];
GLfloat diffuse[3];
GLfloat specular[3];
GLfloat emission[3];
GLfloat alpha;
GLfloat phExp;
int texture;
};

static sample_MATERIAL materials [1] = {
{{0.117647f,0.117647f,0.117647f}, {0.752941f,0.752941f,0.752941f}, {0.752941f,0.752941f,0.752941f}, {0.0f,0.0f,0.0f}, 1.0f,8.0f,-1} //Explorer Default
};

// 8 Verticies
// 4 Texture Coordinates
// 6 Normals
// 12 Triangles

static BYTE face_indicies[12][9] = {
// Object #-1
{0,2,3 ,0,0,0 ,0,1,2 }, {3,1,0 ,0,0,0 ,2,3,0 }, {4,5,7 ,1,1,1 ,3,0,1 },
{7,6,4 ,1,1,1 ,1,2,3 }, {0,1,5 ,2,2,2 ,3,0,1 }, {5,4,0 ,2,2,2 ,1,2,3 },
{1,3,7 ,3,3,3 ,3,0,1 }, {7,5,1 ,3,3,3 ,1,2,3 }, {3,2,6 ,4,4,4 ,3,0,1 },
{6,7,3 ,4,4,4 ,1,2,3 }, {2,0,4 ,5,5,5 ,3,0,1 }, {4,6,2 ,5,5,5 ,1,2,3 }
};
static GLfloat vertices [8][3] = {
{-0.5f,0.256356f,-0.430085f},{0.5f,0.256356f,-0.430085f},{-0.5f,0.256356f,0.430085f},
{0.5f,0.256356f,0.430085f},{-0.5f,-0.256356f,-0.430085f},{0.5f,-0.256356f,-0.430085f},
{-0.5f,-0.256356f,0.430085f},{0.5f,-0.256356f,0.430085f}
};
static GLfloat normals [6][3] = {
{0.0f,1.0f,4.37114e-008f},{0.0f,-1.0f,-4.94219e-008f},{0.0f,8.29145e-008f,-1.0f},
{1.0f,0.0f,0.0f},{0.0f,-8.29145e-008f,1.0f},{-1.0f,0.0f,0.0f}
};
static GLfloat textures [4][2] = {
{1.0f,0.0f},{1.0f,1.0f},{0.0f,1.0f},
{0.0f,0.0f}
};
/*Material indicies*/
/*{material index,face count}*/
static int material_ref [1][2] = {
{0,12}
};
void MyMaterial(GLenum mode,GLfloat *f,GLfloat alpha)
{
GLfloat d[4];
d[0]=f[0];
d[1]=f[1];
d[2]=f[2];
d[3]=alpha;
glMaterialfv (GL_FRONT_AND_BACK,mode,d);
}
/*
* SelectMaterial uses OpenGL commands to define facet colors.
*
* Returns:
* Nothing
*/


void SelectMaterial(int i)
{
//
// Define the reflective properties of the 3D Object faces.
//
glEnd();
GLfloat alpha=materials.alpha;
MyMaterial (GL_AMBIENT, materials.ambient,alpha);
MyMaterial (GL_DIFFUSE, materials.diffuse,alpha);
MyMaterial (GL_SPECULAR, materials.specular,alpha);
MyMaterial (GL_EMISSION, materials.emission,alpha);
glMaterialf (GL_FRONT_AND_BACK,GL_SHININESS,materials.phExp);
glBegin(GL_TRIANGLES);

};

GLint Gen3DObjectList()
{
int i;
int j;

GLint lid=glGenLists(1);
int mcount=0;
int mindex=0;
glNewList(lid, GL_COMPILE);

glBegin (GL_TRIANGLES);
for(i=0;i<sizeof(face_indicies)/sizeof(face_indicies[0]);i++)
{
if(!mcount)
{
SelectMaterial(material_ref[mindex][0]);
mcount=material_ref[mindex][1];
mindex++;
}
mcount--;
for(j=0;j<3;j++)
{
int vi=face_indicies[j];
int ni=face_indicies[j+3];//Normal index
int ti=face_indicies[j+6];//Texture index
glNormal3f (normals[ni][0],normals[ni][1],normals[ni][2]);
glTexCoord2f(textures[ti][0],textures[ti][1]);
glVertex3f (vertices[vi][0],vertices[vi][1],vertices[vi][2]);
}
}
glEnd ();

glEndList();
return lid;
};

float sizex,sizey;
LONG WINAPI WndProc (HWND, UINT, WPARAM, LPARAM);
GLsizei glnWidth, glnHeight;
GLdouble gldAspect;
void SetDCPixelFormat (HWND,HDC);
void InitializeRC (void);
void DrawScene (HDC, UINT,UINT);

HPALETTE hPalette = NULL;
GLfloat nSize = 0.0f;
GLfloat nCol = 0.0f;
GLfloat nTop = 1.0f;
GLfloat nBottom = 0.0f;
int bFlag = 1;
char wndname[256]="";

GLint hlist=0;

int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpszCmdLine, int nCmdShow)
{
static char szAppName[] = "3D Exploration Open GL test application";
WNDCLASS wc;
HWND hwnd;
MSG msg;


wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC) WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon (NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor (NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH) (COLOR_WINDOW + 1);
wc.lpszMenuName = NULL;
wc.lpszClassName = szAppName;

RegisterClass (&wc);

hwnd = CreateWindow (szAppName, szAppName,
WS_OVERLAPPEDWINDOW | WS_CLIPCHILDREN | WS_CLIPSIBLINGS,
CW_USEDEFAULT, CW_USEDEFAULT, 200, 200,
HWND_DESKTOP, NULL, hInstance, NULL);

hlist=Gen3DObjectList();

ShowWindow (hwnd, nCmdShow);
UpdateWindow (hwnd);

while (GetMessage (&msg, NULL, 0, 0)) {
TranslateMessage (&msg);
DispatchMessage (&msg);
}
return msg.wParam;
}

/*
* WndProc processes messages to the main window.
*/


LONG WINAPI WndProc (HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
static HDC hdc;
static HGLRC hrc;
PAINTSTRUCT ps;
static UINT nAngle = 0;
static UINT nAngle2 = 0;
static UINT nTimer;
int n;

switch (msg) {

case WM_CREATE:
//
// Create a rendering context and set a timer.
//
hdc = GetDC (hwnd);
SetDCPixelFormat (hwnd,hdc);
hrc = wglCreateContext (hdc);
wglMakeCurrent (hdc, hrc);
InitializeRC ();
nTimer = SetTimer (hwnd, 1, 1, NULL);
return 0;

case WM_SIZE:
//
// Redefine the viewing volume and viewport when the window size
// changes.
//
glnWidth = (GLsizei) LOWORD (lParam);
glnHeight = (GLsizei) HIWORD (lParam);

return 0;

case WM_PAINT:{
//
// Draw the scene.
//
BeginPaint (hwnd, &ps);
DrawScene (hdc, nAngle,nAngle2);
EndPaint (hwnd, &ps);

}return 0;

case WM_TIMER:
//
// Update the rotation angle and force a repaint.
//
nAngle += 2;
if (nAngle >= 360)
nAngle -= 360;
nAngle2 += 1;
if (nAngle2 >= 360)
nAngle2 -= 360;

if (bFlag == 1)
nSize += 0.05f;
nCol += 0.01f;
if (nSize >= nTop)
bFlag = 0;

if (bFlag == 0)
nSize -= 0.05f;
nCol -= 0.01f;
if (nSize <= nBottom)
bFlag = 1;

InvalidateRect (hwnd, NULL, FALSE);
return 0;

case WM_QUERYNEWPALETTE:
//
// If the program is using a color palette, realize the palette
// and update the client area when the window receives the input
// focus.
//
if (hPalette != NULL) {
if (n = RealizePalette (hdc))
InvalidateRect (hwnd, NULL, FALSE);
return n;
}
break;

case WM_PALETTECHANGED:
//
// If the program is using a color palette, realize the palette
// and update the colors in the client area when another program
// realizes its palette.
//
if ((hPalette != NULL) && ((HWND) wParam != hwnd)) {
if (RealizePalette (hdc))
UpdateColors (hdc);
return 0;
}
break;

case WM_DESTROY:
//
// Clean up and terminate.
//
wglMakeCurrent (NULL, NULL);
wglDeleteContext (hrc);
ReleaseDC (hwnd, hdc);
if (hPalette != NULL)
DeleteObject (hPalette);
KillTimer (hwnd, nTimer);
PostQuitMessage (0);
return 0;
}
return DefWindowProc (hwnd, msg, wParam, lParam);
}

/*
* SetDCPixelFormat sets the pixel format for a device context in
* preparation for creating a rendering context.
*
* Input parameters:
* hdc = Device context handle
*
* Returns:
* Nothing
*/


void SetDCPixelFormat (HWND hwnd,HDC hdc)
{
HANDLE hHeap;
int nColors, i;
LPLOGPALETTE lpPalette;
BYTE byRedMask, byGreenMask, byBlueMask;

static PIXELFORMATDESCRIPTOR pfd = {
sizeof (PIXELFORMATDESCRIPTOR), // Size of this structure
1, // Version number
PFD_DRAW_TO_WINDOW | // Flags
PFD_SUPPORT_OPENGL |
PFD_GENERIC_ACCELERATED|
PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA, // RGBA pixel values
24, // 24-bit color
0, 0, 0, 0, 0, 0, // Don't care about these
0, 0, // No alpha buffer
0, 0, 0, 0, 0, // No accumulation buffer
32, // 32-bit depth buffer
0, // No stencil buffer
0, // No auxiliary buffers
PFD_MAIN_PLANE, // Layer type
0, // Reserved (must be 0)
0, 0, 0 // No layer masks
};

int nPixelFormat;

nPixelFormat = ChoosePixelFormat (hdc, &pfd);
SetPixelFormat (hdc, nPixelFormat, &pfd);

if (pfd.dwFlags & PFD_NEED_PALETTE) {
nColors = 1 << pfd.cColorBits;
hHeap = GetProcessHeap ();

(LPLOGPALETTE) lpPalette = (LPLOGPALETTE)HeapAlloc (hHeap, 0,
sizeof (LOGPALETTE) + (nColors * sizeof (PALETTEENTRY)));

lpPalette->palVersion = 0x300;
lpPalette->palNumEntries = nColors;

byRedMask = (1 << pfd.cRedBits) - 1;
byGreenMask = (1 << pfd.cGreenBits) - 1;
byBlueMask = (1 << pfd.cBlueBits) - 1;

for (i=0; i<nColors; i++) {
lpPalette->palPalEntry.peRed =
(((i >> pfd.cRedShift) & byRedMask) * 255) / byRedMask;
lpPalette->palPalEntry.peGreen =
(((i >> pfd.cGreenShift) & byGreenMask) * 255) / byGreenMask;
lpPalette->palPalEntry.peBlue =
(((i >> pfd.cBlueShift) & byBlueMask) * 255) / byBlueMask;
lpPalette->palPalEntry.peFlags = 0;
}

hPalette = CreatePalette (lpPalette);
HeapFree (hHeap, 0, lpPalette);

if (hPalette != NULL) {
SelectPalette (hdc, hPalette, FALSE);
RealizePalette (hdc);
}
}
}

/*
* InitializeRC initializes the current rendering context.
*
* Input parameters:
* None
*
* Returns:
* Nothing
*/



void InitializeRC (void)
{
GLfloat glfLightAmbient[] = { 0.1f, 0.1f, 0.1f, 1.0f };
GLfloat glfLightDiffuse[] = { 1.2f, 1.2f, 1.2f, 1.0f };
GLfloat glfLightSpecular[] = { 0.9f, 0.9f, 0.9f, 1.0f };

//
// Add a light to the scene.
//

glLightfv (GL_LIGHT0, GL_AMBIENT, glfLightAmbient);
glLightfv (GL_LIGHT0, GL_DIFFUSE, glfLightDiffuse);
glLightfv (GL_LIGHT0, GL_SPECULAR, glfLightSpecular);
glEnable (GL_LIGHTING);
glEnable (GL_LIGHT0);

//
// Enable depth testing and backface culling.
//

glEnable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE ,1);

}

/*
* DrawScene uses OpenGL Display list to draw a object.
*
* Input parameters:
* hdc = Device context handle
* nAngle = Angle of rotation for object
*
* Returns:
* Nothing
*/


void DrawScene (HDC hdc, UINT nAngle,UINT nAngle2)
{
sizex=glnWidth;
sizey=glnHeight;

gldAspect = (GLdouble) glnWidth / (GLdouble) glnHeight;

glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective (30.0, // Field-of-view angle
gldAspect, // Aspect ratio of viewing volume
1.0, // Distance to near clipping plane
10.0); // Distance to far clipping plane

glViewport (0, 0, glnWidth, glnHeight);
//
// Clear the color and depth buffers.
//
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

//
// Define the modelview transformation.
//
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
glTranslatef (0.0f, 0.0f, -8.0f);
glRotatef (30.0f, 1.0f, 0.0f, 0.0f);
glRotatef ((GLfloat) nAngle, 0.0f, 1.0f, 0.0f);
glRotatef ((GLfloat) nAngle2, 1.0f, 0.0f, 0.0f);
glScalef (nSize+2.5f,nSize+2.5f,nSize+2.5f);

int mcount=0;
int mindex=0;

glCallList(hlist);
//
// Swap the buffers.
//
glFlush();
SwapBuffers (hdc);
};

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Hi,

#include <stdio.h>
#include <windows.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glaux.h>

struct sample_MATERIAL{
GLfloat ambient[3];
GLfloat diffuse[3];
GLfloat specular[3];
GLfloat emission[3];
GLfloat alpha;
GLfloat phExp;
int texture;
};
GLuint texture[1];
int LoadGLTextures();
static sample_MATERIAL materials [1] = {
{{0.117647f,0.117647f,0.117647f}, {0.752941f,0.752941f,0.752941f}, {0.752941f,0.752941f,0.752941f}, {0.0f,0.0f,0.0f}, 1.0f,8.0f,-1} //Explorer Default
};

// 8 Verticies
// 4 Texture Coordinates
// 6 Normals
// 12 Triangles
AUX_RGBImageRec *LoadBMP(char *Filename)
{
FILE *File=NULL;

if (!Filename)
{
return NULL;
}

File=fopen(Filename,"r");

if (File)
{
fclose(File);
return auxDIBImageLoad(Filename);
}

return NULL;
}
static BYTE face_indicies[12][9] = {
// Object #-1
{0,2,3 ,0,0,0 ,0,1,2 }, {3,1,0 ,0,0,0 ,2,3,0 }, {4,5,7 ,1,1,1 ,3,0,1 },
{7,6,4 ,1,1,1 ,1,2,3 }, {0,1,5 ,2,2,2 ,3,0,1 }, {5,4,0 ,2,2,2 ,1,2,3 },
{1,3,7 ,3,3,3 ,3,0,1 }, {7,5,1 ,3,3,3 ,1,2,3 }, {3,2,6 ,4,4,4 ,3,0,1 },
{6,7,3 ,4,4,4 ,1,2,3 }, {2,0,4 ,5,5,5 ,3,0,1 }, {4,6,2 ,5,5,5 ,1,2,3 }
};
static GLfloat vertices [8][3] = {
{-0.5f,0.256356f,-0.430085f},{0.5f,0.256356f,-0.430085f},{-0.5f,0.256356f,0.430085f},
{0.5f,0.256356f,0.430085f},{-0.5f,-0.256356f,-0.430085f},{0.5f,-0.256356f,-0.430085f},
{-0.5f,-0.256356f,0.430085f},{0.5f,-0.256356f,0.430085f}
};
static GLfloat normals [6][3] = {
{0.0f,1.0f,4.37114e-008f},{0.0f,-1.0f,-4.94219e-008f},{0.0f,8.29145e-008f,-1.0f},
{1.0f,0.0f,0.0f},{0.0f,-8.29145e-008f,1.0f},{-1.0f,0.0f,0.0f}
};
static GLfloat textures [4][2] = {
{1.0f,0.0f},{1.0f,1.0f},{0.0f,1.0f},
{0.0f,0.0f}
};
/*Material indicies*/
/*{material index,face count}*/
static int material_ref [1][2] = {
{0,12}
};
void MyMaterial(GLenum mode,GLfloat *f,GLfloat alpha)
{
GLfloat d[4];
d[0]=f[0];
d[1]=f[1];
d[2]=f[2];
d[3]=alpha;
glMaterialfv (GL_FRONT_AND_BACK,mode,d);
}
/*
* SelectMaterial uses OpenGL commands to define facet colors.
*
* Returns:
* Nothing
*/


void SelectMaterial(int i)
{
//
// Define the reflective properties of the 3D Object faces.
//
glEnd();
GLfloat alpha=materials.alpha;
MyMaterial (GL_AMBIENT, materials.ambient,alpha);
MyMaterial (GL_DIFFUSE, materials.diffuse,alpha);
MyMaterial (GL_SPECULAR, materials.specular,alpha);
MyMaterial (GL_EMISSION, materials.emission,alpha);
glMaterialf (GL_FRONT_AND_BACK,GL_SHININESS,materials.phExp);
glBegin(GL_TRIANGLES);

};

GLint Gen3DObjectList()
{
int i;
int j;

GLint lid=glGenLists(1);
int mcount=0;
int mindex=0;
glNewList(lid, GL_COMPILE);

glBegin (GL_TRIANGLES);
for(i=0;i<sizeof(face_indicies)/sizeof(face_indicies[0]);i++)
{
if(!mcount)
{
SelectMaterial(material_ref[mindex][0]);
mcount=material_ref[mindex][1];
mindex++;
}
mcount--;
for(j=0;j<3;j++)
{
int vi=face_indicies[j];
int ni=face_indicies[j+3];//Normal index
int ti=face_indicies[j+6];//Texture index
glNormal3f (normals[ni][0],normals[ni][1],normals[ni][2]);
glTexCoord2f(textures[ti][0],textures[ti][1]);
glVertex3f (vertices[vi][0],vertices[vi][1],vertices[vi][2]);
}
}
glEnd ();

glEndList();
return lid;
};

float sizex,sizey;
LONG WINAPI WndProc (HWND, UINT, WPARAM, LPARAM);
GLsizei glnWidth, glnHeight;
GLdouble gldAspect;
void SetDCPixelFormat (HWND,HDC);
void InitializeRC (void);
void DrawScene (HDC, UINT,UINT);

HPALETTE hPalette = NULL;
GLfloat nSize = 0.0f;
GLfloat nCol = 0.0f;
GLfloat nTop = 1.0f;
GLfloat nBottom = 0.0f;
int bFlag = 1;
char wndname[256]="";

GLint hlist=0;

int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpszCmdLine, int nCmdShow)
{
static char szAppName[] = "3D Exploration Open GL test application";
WNDCLASS wc;
HWND hwnd;
MSG msg;


wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC) WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon (NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor (NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH) (COLOR_WINDOW + 1);
wc.lpszMenuName = NULL;
wc.lpszClassName = szAppName;

RegisterClass (&wc);

hwnd = CreateWindow (szAppName, szAppName,
WS_OVERLAPPEDWINDOW | WS_CLIPCHILDREN | WS_CLIPSIBLINGS,
CW_USEDEFAULT, CW_USEDEFAULT, 200, 200,
HWND_DESKTOP, NULL, hInstance, NULL);

hlist=Gen3DObjectList();

ShowWindow (hwnd, nCmdShow);
UpdateWindow (hwnd);

while (GetMessage (&msg, NULL, 0, 0)) {
TranslateMessage (&msg);
DispatchMessage (&msg);
}
return msg.wParam;
}

/*
* WndProc processes messages to the main window.
*/


LONG WINAPI WndProc (HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
static HDC hdc;
static HGLRC hrc;
PAINTSTRUCT ps;
static UINT nAngle = 0;
static UINT nAngle2 = 0;
static UINT nTimer;
int n;

switch (msg) {

case WM_CREATE:
//
// Create a rendering context and set a timer.
//
hdc = GetDC (hwnd);
SetDCPixelFormat (hwnd,hdc);
hrc = wglCreateContext (hdc);
wglMakeCurrent (hdc, hrc);
InitializeRC ();
nTimer = SetTimer (hwnd, 1, 1, NULL);
return 0;

case WM_SIZE:
//
// Redefine the viewing volume and viewport when the window size
// changes.
//
glnWidth = (GLsizei) LOWORD (lParam);
glnHeight = (GLsizei) HIWORD (lParam);

return 0;

case WM_PAINT:{
//
// Draw the scene.
//
BeginPaint (hwnd, &ps);
DrawScene (hdc, nAngle,nAngle2);
EndPaint (hwnd, &ps);

}return 0;

case WM_TIMER:
//
// Update the rotation angle and force a repaint.
//
nAngle += 2;
if (nAngle >= 360)
nAngle -= 360;
nAngle2 += 1;
if (nAngle2 >= 360)
nAngle2 -= 360;

if (bFlag == 1)
nSize += 0.05f;
nCol += 0.01f;
if (nSize >= nTop)
bFlag = 0;

if (bFlag == 0)
nSize -= 0.05f;
nCol -= 0.01f;
if (nSize <= nBottom)
bFlag = 1;

InvalidateRect (hwnd, NULL, FALSE);
return 0;

case WM_QUERYNEWPALETTE:
//
// If the program is using a color palette, realize the palette
// and update the client area when the window receives the input
// focus.
//
if (hPalette != NULL) {
if (n = RealizePalette (hdc))
InvalidateRect (hwnd, NULL, FALSE);
return n;
}
break;

case WM_PALETTECHANGED:
//
// If the program is using a color palette, realize the palette
// and update the colors in the client area when another program
// realizes its palette.
//
if ((hPalette != NULL) && ((HWND) wParam != hwnd)) {
if (RealizePalette (hdc))
UpdateColors (hdc);
return 0;
}
break;

case WM_DESTROY:
//
// Clean up and terminate.
//
wglMakeCurrent (NULL, NULL);
wglDeleteContext (hrc);
ReleaseDC (hwnd, hdc);
if (hPalette != NULL)
DeleteObject (hPalette);
KillTimer (hwnd, nTimer);
PostQuitMessage (0);
return 0;
}
return DefWindowProc (hwnd, msg, wParam, lParam);
}

/*
* SetDCPixelFormat sets the pixel format for a device context in
* preparation for creating a rendering context.
*
* Input parameters:
* hdc = Device context handle
*
* Returns:
* Nothing
*/


void SetDCPixelFormat (HWND hwnd,HDC hdc)
{
HANDLE hHeap;
int nColors, i;
LPLOGPALETTE lpPalette;
BYTE byRedMask, byGreenMask, byBlueMask;

static PIXELFORMATDESCRIPTOR pfd = {
sizeof (PIXELFORMATDESCRIPTOR), // Size of this structure
1, // Version number
PFD_DRAW_TO_WINDOW | // Flags
PFD_SUPPORT_OPENGL |
PFD_GENERIC_ACCELERATED|
PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA, // RGBA pixel values
24, // 24-bit color
0, 0, 0, 0, 0, 0, // Don't care about these
0, 0, // No alpha buffer
0, 0, 0, 0, 0, // No accumulation buffer
32, // 32-bit depth buffer
0, // No stencil buffer
0, // No auxiliary buffers
PFD_MAIN_PLANE, // Layer type
0, // Reserved (must be 0)
0, 0, 0 // No layer masks
};

int nPixelFormat;

nPixelFormat = ChoosePixelFormat (hdc, &pfd);
SetPixelFormat (hdc, nPixelFormat, &pfd);

if (pfd.dwFlags & PFD_NEED_PALETTE) {
nColors = 1 << pfd.cColorBits;
hHeap = GetProcessHeap ();

(LPLOGPALETTE) lpPalette = (LPLOGPALETTE)HeapAlloc (hHeap, 0,
sizeof (LOGPALETTE) + (nColors * sizeof (PALETTEENTRY)));

lpPalette->palVersion = 0x300;
lpPalette->palNumEntries = nColors;

byRedMask = (1 << pfd.cRedBits) - 1;
byGreenMask = (1 << pfd.cGreenBits) - 1;
byBlueMask = (1 << pfd.cBlueBits) - 1;

for (i=0; i<nColors; i++) {
lpPalette->palPalEntry.peRed =
(((i >> pfd.cRedShift) & byRedMask) * 255) / byRedMask;
lpPalette->palPalEntry.peGreen =
(((i >> pfd.cGreenShift) & byGreenMask) * 255) / byGreenMask;
lpPalette->palPalEntry.peBlue =
(((i >> pfd.cBlueShift) & byBlueMask) * 255) / byBlueMask;
lpPalette->palPalEntry.peFlags = 0;
}

hPalette = CreatePalette (lpPalette);
HeapFree (hHeap, 0, lpPalette);

if (hPalette != NULL) {
SelectPalette (hdc, hPalette, FALSE);
RealizePalette (hdc);
}
}
}

/*
* InitializeRC initializes the current rendering context.
*
* Input parameters:
* None
*
* Returns:
* Nothing
*/



void InitializeRC (void)
{
GLfloat glfLightAmbient[] = { 0.1f, 0.1f, 0.1f, 1.0f };
GLfloat glfLightDiffuse[] = { 1.2f, 1.2f, 1.2f, 1.0f };
GLfloat glfLightSpecular[] = { 0.9f, 0.9f, 0.9f, 1.0f };
glEnable(GL_TEXTURE_2D);
LoadGLTextures();
//
// Add a light to the scene.
//

glLightfv (GL_LIGHT0, GL_AMBIENT, glfLightAmbient);
glLightfv (GL_LIGHT0, GL_DIFFUSE, glfLightDiffuse);
glLightfv (GL_LIGHT0, GL_SPECULAR, glfLightSpecular);
glEnable (GL_LIGHTING);
glEnable (GL_LIGHT0);

//
// Enable depth testing and backface culling.
//

glEnable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE ,1);

}

/*
* DrawScene uses OpenGL Display list to draw a object.
*
* Input parameters:
* hdc = Device context handle
* nAngle = Angle of rotation for object
*
* Returns:
* Nothing
*/

int LoadGLTextures()
{
int Status=FALSE;

AUX_RGBImageRec *TextureImage[1];

memset(TextureImage,0,sizeof(void *)*1);


if (TextureImage[0]=LoadBMP("Limesto1.bmp"))
{
Status=TRUE;

glGenTextures(1, &texture[0]);


glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}

if (TextureImage[0])
{
if (TextureImage[0]->data)
{
free(TextureImage[0]->data);
}

free(TextureImage[0]);
}

return Status;
}


void DrawScene (HDC hdc, UINT nAngle,UINT nAngle2)
{
sizex=glnWidth;
sizey=glnHeight;

gldAspect = (GLdouble) glnWidth / (GLdouble) glnHeight;

glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective (30.0, // Field-of-view angle
gldAspect, // Aspect ratio of viewing volume
1.0, // Distance to near clipping plane
10.0); // Distance to far clipping plane

glViewport (0, 0, glnWidth, glnHeight);
//
// Clear the color and depth buffers.
//
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

//
// Define the modelview transformation.
//
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
glTranslatef (0.0f, 0.0f, -8.0f);
glRotatef (30.0f, 1.0f, 0.0f, 0.0f);
glRotatef ((GLfloat) nAngle, 0.0f, 1.0f, 0.0f);
glRotatef ((GLfloat) nAngle2, 1.0f, 0.0f, 0.0f);
glScalef (nSize+2.5f,nSize+2.5f,nSize+2.5f);

int mcount=0;
int mindex=0;

glCallList(hlist);
//
// Swap the buffers.
//
glFlush();
SwapBuffers (hdc);
};



Have a fun! :)
Rate me if you don't mind :P

[Edited by - ff8 on June 3, 2005 4:32:08 PM]

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