Jump to content
  • Advertisement
Sign in to follow this  
Homunculi

glaux replacement code (help)

This topic is 4774 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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.

Share this post


Link to post
Share on other sites
Advertisement
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.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!