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Homunculi

glaux replacement code (help)

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Im on lesson 06 and cant figure out how to use the glaux replacement code, can someone please modify the following code to make a cube like they did using texture mapping with the glaux replacement code. I tried everything, and Ive been everywheres asking for help but not getting any, can someone please do this.. #define WIN32_LEAN_AND_MEAN #include <windows.h> #include <gl/gl.h> void EnableGL(HWND hwnd,HDC* hDC,HGLRC* hRC) { PIXELFORMATDESCRIPTOR pfd; int format; *hDC = GetDC(hwnd); ZeroMemory(&pfd,sizeof(&pfd)); pfd.nSize = sizeof(pfd); pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 32; pfd.cDepthBits = 16; pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER; format = ChoosePixelFormat(*hDC,&pfd); SetPixelFormat(*hDC,format,&pfd); *hRC = wglCreateContext(*hDC); wglMakeCurrent(*hDC,*hRC); } void DisableGL(HWND hwnd,HDC hDC,HGLRC hRC) { wglDeleteContext(hRC); wglMakeCurrent(NULL,NULL); ReleaseDC(hwnd,hDC); } LRESULT CALLBACK WndProc(HWND hwnd,UINT msg,WPARAM wParam,LPARAM lParam) { switch(msg) { case WM_CLOSE: DestroyWindow(hwnd); break; case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hwnd,msg,wParam,lParam); } } int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR nCmdLine, int nCmdShow) { HGLRC hRC; HDC hDC; HWND hwnd; WNDCLASSEX wc; MSG Message; bool quit = false; float theta = 1.0f; wc.cbSize = sizeof(WNDCLASSEX); wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.style = 0; wc.lpfnWndProc = WndProc; wc.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wc.lpszMenuName = NULL; wc.lpszClassName = "MAIN"; wc.hIcon = LoadIcon(NULL,IDI_APPLICATION); wc.hIconSm = LoadIcon(NULL,IDI_APPLICATION); wc.hCursor = LoadCursor(NULL,IDC_ARROW); wc.hInstance = hInstance; RegisterClassEx(&wc); hwnd = CreateWindowEx(0, "MAIN", "_-+OpenGL+-_", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT,CW_USEDEFAULT, 800,600, NULL, NULL, hInstance, NULL); EnableGL(hwnd,&hDC,&hRC); ShowWindow(hwnd,nCmdShow); while(quit == false) { if(PeekMessage(&Message,NULL,0,0,PM_REMOVE)) { TranslateMessage(&Message); DispatchMessage (&Message); if(Message.message == WM_QUIT){ quit = true; } } else { glEnable(GL_TEXTURE_2D); glClearColor(0.0f,0.0f,0.0f,0.0f); glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glRotatef(theta,1.0f,1.0f,1.0f); glBegin(GL_QUADS); glColor3f(1.0f,0.0f,0.0f); glVertex3f(-0.5,-0.5,0.0); glVertex3f(-0.5,0.5,0.0); glVertex3f(0.5,0.5,0.0); glVertex3f(0.5,-0.5,0.0); glColor3f(0.0f,1.0f,0.0f); glVertex3f(0.5,-0.5,-1.0); glVertex3f(0.5,-0.5,0.0); glVertex3f(0.5,0.5,0.0); glVertex3f(0.5,0.5,-1.0); glColor3f(0.0f,0.0f,1.0f); glVertex3f(-0.5,-0.5,0.0); glVertex3f(-0.5,-0.5,-1.0); glVertex3f(-0.5,0.5,-1.0); glVertex3f(-0.5,0.5,0.0); glColor3f(1.0f,0.0f,1.0f); glVertex3f(-0.5,-0.5,-1.0); glVertex3f(-0.5,0.5,-1.0); glVertex3f(0.5,0.5,-1.0); glVertex3f(0.5,-0.5,-1.0); glColor3f(0.0f,1.0f,1.0f); glVertex3f(0.5,0.5,0.0); glVertex3f(-0.5,0.5,0.0); glVertex3f(-0.5,0.5,-1.0); glVertex3f(0.5,0.5,-1.0); glColor3f(0.5f,0.2f,0.7f); glVertex3f(-0.5,-0.5,0.0); glVertex3f(-0.5,-0.5,-1.0); glVertex3f(0.5,-0.5,-1.0); glVertex3f(0.5,-0.5,0.0); glEnd(); glPopMatrix(); SwapBuffers(hDC); theta+=1.0f; } } DisableGL(hwnd,hDC,hRC); return Message.wParam; } someone please help me lol.

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look at the link in my sig, it explains how this should be done.
While the code might not be the same, it will perhaps give you a hint.

Note: this won't give you textures since that code doesn't do any textureloading, i suggest that you reread lesson 6, and then possibly download the code for it, apply the replacement code, and learn from there.

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