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SoNok0

OpenGL Blue Square on Red BG

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SoNok0    122
All Im trying to do is blit a red square on a blue BG, the original code used Glut but I tried it using SDL. When I blit the square the whole screen turns red. Can anyone enlighten me on what I'm doing wrong. Any links to SDL-OGL documentation would be appreciated. Thanks.
#include <iostream>
#include <cstdio>
using namespace std;

#ifdef WIN32
#include <windows.h>
#endif

#include <SDL/SDL.h>
#include <GL/gl.h>
#include <GL/glu.h>

#define SCREEN_HEIGHT 600
#define SCREEN_WIDTH 800
#define SCREEN_BPP 16

int makewindow();
int RenderScene();

SDL_Surface *surface;
SDL_Event event;
float start_time,
end_time,
elapsed_time,
delta_time;
GLboolean live = 1;

#ifdef WIN32
int main(int argc, char **argv){
#else
int main(){
#endif

	if (makewindow()){
		cout << "Error: " << SDL_GetError() << endl;
		return 1;
	}

	glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
	RenderScene();

	while(live){
		end_time = (float)SDL_GetTicks();
		elapsed_time = end_time - start_time;
		delta_time = elapsed_time / 1000;
		start_time = (float)SDL_GetTicks();
		// delta time

		while (SDL_PollEvent(&event)) {
            switch (event.type) {
            case SDL_QUIT:
                live = 0;
                break;
            case SDL_KEYDOWN:
                if (SDLK_ESCAPE == event.key.keysym.sym)
                    live = 0;
			}
		}
		RenderScene();
		SDL_GL_SwapBuffers();
	}

return 0;
}

int makewindow(){

	int videoFlags;
	const SDL_VideoInfo *videoInfo;

	    // initialize SDL
    if ( SDL_Init( SDL_INIT_VIDEO ) < 0 )
	{
	    cout << "Video initialization failed: " << SDL_GetError() << endl;
	    return 1;
	}

    // Fetch the video info
    videoInfo = SDL_GetVideoInfo( );

    if ( !videoInfo )
	{
	    cout << "Video query failed: " << SDL_GetError() << endl;
	    return 1;
	}

    // the flags to pass to SDL_SetVideoMode
    videoFlags  = SDL_OPENGL;          // Enable OpenGL in SDL
    videoFlags |= SDL_GL_DOUBLEBUFFER; // Enable double buffering
    videoFlags |= SDL_HWPALETTE;       // Store the palette in hardware

    // This checks to see if surfaces can be stored in memory
    if ( videoInfo->hw_available )
	videoFlags |= SDL_HWSURFACE;
    else
	videoFlags |= SDL_SWSURFACE;

    // This checks if hardware blits can be done
    if ( videoInfo->blit_hw )
	videoFlags |= SDL_HWACCEL;

    // Sets up OpenGL double buffering
    SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );

    // get a SDL surface
    surface = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,
				videoFlags );

    // Verify there is a surface
    if ( !surface )
	{
	    cout << "Video mode set failed: " << SDL_GetError() << endl;
	    return 1;
	}

	return 0;
}

int RenderScene(){

	glClear(GL_COLOR_BUFFER_BIT);
	glColor3f(1.0f, 0.0f, 0.0f);
	glRectf(-25.0f, 25.0f, 25.0f, -25.0f);
	glFlush();

return 0;
}

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harry_x    138
first of all, you have to clear color buffer and depth buffer. Second, you are specifying coordinates like 25 - without setting the modelview matrix - which mean that theese coordinates are larger than max. device coordinates (1.0)

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