# OpenGL Problem with terrain

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Hi ppl, I'm starting here with OpenGL, so I think it'll be a noobish question, but here it is I'm loading a heighmap I've hardcoded into my code, just for testing purposes, but as I move my camera (at least my 3rd person camera attempt lol ) my terrain displays it wrongly... I've made it based in NeHe's basecode (as you can see for the Fullscreen option), I think it must be something with z depth or normals. The link to the executable is: (arrow keys move forward/backward and mouse rotates view) www.serverbrasil.org/~lordasm/test.zip My drawing code is:
	glBegin(GL_QUADS);
glColor3f(1.0f,1.0f,1.0f);
for (int y=1;y<=21;y++){
for (int x=1;x<=21;x++){
z1 = Height(x, y )*20;
z2 = Height(x-1, y )*20;
z3 = Height(x, y-1 )*20;
z4 = Height(x-1, y-1 )*20;
v1.x = (x*64);
v1.y = (y*64);
v1.z = z1;

glTexCoord2f(0.0f, 0.0f); glVertex3i((x*64)-64,   (y*64),z2);
glTexCoord2f(1.0f, 0.0f); glVertex3i(   (x*64),   (y*64),z1);
glTexCoord2f(1.0f, 1.0f); glVertex3i(   (x*64),(y*64)-64,z3);
glTexCoord2f(0.0f, 1.0f); glVertex3i((x*64)-64,(y*64)-64,z4);
}
}


I'm using Depthtest TRUE with GL_LEQUAL Please, anyone knows what I'm doing wrong? If so, what I can do to solve this? Ty! -Roger- [Edited by - LordAsm on March 14, 2006 9:07:24 AM]

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You said you think it may have to do with the normals, but you're not dealing with the normals at all in there, so I'm assuming there's no lighting either. I don't see anything wrong with the code you posted (there could be, I just don't see it) so I'm going to guess that the problem is somewhere else in the code. I'm don't know where though without seeing more of the code.

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Sorry, I'm posting all the code here now, so you can see...

Yes, I'm not using normals, and that's why I thought it would be a normal problem, perhaps the lack of them are making some faces to appear wrongly. But I doubt so now lol.

The entire code is (w/o the camera class code) (It is my testing code, it sucks lol):

#include <windows.h>		#include <stdio.h>			#include <gl\gl.h>			#include <gl\glu.h>			#include <gl\glaux.h>		#include "matrix.h"#include "vector.h"#include <math.h>#define		MAP_SIZE	  21					#define		STEP_SIZE	  64					#define		HEIGHT_RATIO  0.5f						HDC		hDC=NULL;		// Private GDI Device ContextHGLRC		hRC=NULL;		// Permanent Rendering ContextHWND		hWnd=NULL;		// Holds Our Window HandleHINSTANCE	hInstance;		// Holds The Instance Of The Applicationbool	keys[256];			bool    mouse;bool	active=TRUE;		// Window Active Flag Set To TRUE By Defaultbool	fullscreen=TRUE;	float   depth = 0.0f;float   hdepth = 0.0f;float   zdepth = 0.0f;float   rot = 0.0f;float   rotation = 0.0f;float   rad = 0.0f;float   movefactor = 5.0f;float   old_mouse_x, old_mouse_y;float   mouse_x, mouse_y;int     z1,z2,z3,z4;int	g_nFPS = 0, g_nFrames = 0;				DWORD	g_dwLastFPS = 0;					matrix4  view;matrix4  view2;vector eye;vector center;vector vis;vector v1;vector v2;vector norm;matrix4 rotmat;float s[16];float r;GLuint	texture[1];			// Storage For One Texture int heightmap [22][22] =  {             // My Heightmap						  {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},						  {0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0},						  {0,1,1,2,2,2,2,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0},						  {0,1,2,2,2,2,2,2,1,1,1,0,0,0,0,1,2,2,1,0,0,0},						  {1,1,2,3,3,3,3,2,1,1,1,0,0,0,0,0,1,1,0,0,0,0},						  {1,1,2,3,4,4,4,3,2,1,1,1,0,0,0,0,0,0,0,0,0,0},						  {1,1,1,3,4,5,4,3,2,2,1,1,0,0,0,0,0,0,0,0,0,0},						  {0,1,1,2,4,4,4,3,2,1,1,1,0,0,0,0,0,0,0,0,0,0},						  {0,0,1,1,1,2,2,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0},						  {0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0},						  {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},						  {0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0},						  {0,1,1,2,2,2,2,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0},						  {0,1,2,2,2,2,2,2,1,1,1,0,0,0,0,1,2,2,1,0,0,0},						  {1,1,2,3,3,3,3,2,1,1,1,0,0,0,0,0,1,1,0,0,0,0},						  {1,1,2,3,4,4,4,3,2,1,1,1,0,0,0,0,0,0,0,0,0,0},						  {1,1,1,3,4,5,4,3,2,2,1,1,0,0,0,0,0,0,0,0,0,0},						  {0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0},						  {0,1,1,2,2,2,2,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0},						  {0,1,2,2,2,2,2,2,1,1,1,0,0,0,0,1,2,2,1,0,0,0},						  {1,1,2,3,3,3,3,2,1,1,1,0,0,0,0,0,1,1,0,0,0,0},						  {1,1,2,3,4,4,4,3,2,1,1,1,0,0,0,0,0,0,0,0,0,1},						  };LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	AUX_RGBImageRec *LoadBMP(char *Filename)				{	FILE *File=NULL;									// File Handle	if (!Filename)										// Make Sure A Filename Was Given	{		return NULL;									// If Not Return NULL	}	File=fopen(Filename,"r");							// Check To See If The File Exists	if (File)											// Does The File Exist?	{		fclose(File);									// Close The Handle		return auxDIBImageLoad(Filename);				// Load The Bitmap And Return A Pointer	}	return NULL;										// If Load Failed Return NULL}int LoadGLTextures()									// Load Bitmaps And Convert To Textures{	int Status=FALSE;									// Status Indicator	AUX_RGBImageRec *TextureImage[1];					// Create Storage Space For The Texture	memset(TextureImage,0,sizeof(void *)*1);           	// Set The Pointer To NULL	// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit	if (TextureImage[0]=LoadBMP("grass.bmp"))	{		Status=TRUE;									// Set The Status To TRUE		glGenTextures(1, &texture[0]);					// Create The Texture		// Typical Texture Generation Using Data From The Bitmap		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 Texture Exists	{		if (TextureImage[0]->data)							// If Texture Image Exists		{			free(TextureImage[0]->data);					// Free The Texture Image Memory		}		free(TextureImage[0]);								// Free The Image Structure	}	return Status;										// Return The Status}// Loads The .RAW File And Stores It In pHeightMapvoid LoadRawFile(LPSTR strName, int nSize, BYTE *pHeightMap){	FILE *pFile = NULL;	// 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 Error Message And Stop The Function		MessageBox(NULL, "Can't Find The Height Map!", "Error", MB_OK);		return;	}	fread( pHeightMap, 1, 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, "Failed To Get Data!", "Error", MB_OK);	}	// Close The File.	fclose(pFile);}GLvoid ReSizeGLScene(GLsizei width, GLsizei height)		// Resize And Initialize The GL Window{	if (height==0)										// Prevent A Divide By Zero By	{		height=1;										// Making Height Equal One	}	glViewport(0,0,width,height);						// Reset The Current Viewport	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix	glLoadIdentity();									// Reset The Projection Matrix	// Calculate The Aspect Ratio Of The Window	gluPerspective(30.0f,(GLfloat)width/(GLfloat)height,0.00001f,5000000.0f);	glGetFloatv(GL_PROJECTION_MATRIX, s);	view.SetMatrix(s);	view.Scale(1,-1,1);	//view.RotateX(45);	view.Translate(0.0f, 0.0f, -500.0f);	view.GetMatrix(s);	glLoadMatrixf(s);	eye.x = 0; eye.y = 20; eye.z = 10;	center.x = 0; center.y = 0; center.z = 0;	gluLookAt(eye.x,eye.y,eye.z,center.x,center.y,center.z,	0,1,0);	vis.SetVector(eye, center);	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix	glLoadIdentity();								// Reset The Modelview Matrix}int InitGL(GLvoid)						{	if (!LoadGLTextures())								// Jump To Texture Loading Routine ( NEW )	{		return FALSE;									// If Texture Didn't Load Return FALSE	}	glEnable(GL_TEXTURE_2D);							// Enable Texture Mapping ( NEW )	glEnable(GL_LIGHTING);	GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };        GLfloat mat_shininess[] = { 75.0 };        GLfloat light_position[] = {1.0, 1.0, 10.0, 0.0 };        glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);        glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);        glLightfv(GL_LIGHT0, GL_POSITION, light_position);	glEnable(GL_LIGHT0);	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);	glClearDepth(1.0f);	// Depth Buffer Setup	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations	return TRUE;										// Initialization Went OK}int Height(int X, int Y)				// This Returns The Height From A Height Map Index{	return heightmap[X][Y];				// Index Into Our Height Array And Return The Height}int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing{	vertex v1;	vertex v2;	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer	glLoadIdentity();									// Reset The Current Modelview Matrix	//glTranslatef(0.0f,0.0f,0.0f);						// Move Left 1.5 Units And Into The Screen 6.0	glMatrixMode(GL_PROJECTION);	glGetFloatv(GL_PROJECTION_MATRIX, s);	view2.SetMatrix(s);	view2.Translate(0.0f+hdepth,0.0f+depth,0.0f+zdepth);	view2.Translate(center.x,center.y,center.z);	view2.RotateZ(rot);	view2.Translate(-center.x,-center.y,-center.z);	view2.GetMatrix(s);	glLoadMatrixf(s);	hdepth = 0.0f;	zdepth = 0.0f;	depth = 0.0f;	rot = 0.0f;	glMatrixMode(GL_MODELVIEW);	glBegin(GL_QUADS);	glColor3f(1.0f,1.0f,1.0f);	// Set The Color To Blue One Time Only		for (int y=1;y<=21;y++){		for (int x=1;x<=21;x++){			z1 = Height(x, y )*20;			z2 = Height(x-1, y )*20;			z3 = Height(x, y-1 )*20;			z4 = Height(x-1, y-1 )*20;			v1.x = (x*64);			v1.y = (y*64);			v1.z = z1;		    glTexCoord2f(0.0f, 0.0f); glVertex3i((x*64)-64,   (y*64),z2);				glTexCoord2f(1.0f, 0.0f); glVertex3i(   (x*64),   (y*64),z1);				glTexCoord2f(1.0f, 1.0f); glVertex3i(   (x*64),(y*64)-64,z3);				glTexCoord2f(0.0f, 1.0f); glVertex3i((x*64)-64,(y*64)-64,z4);			}	}	glEnd();	return TRUE;										// Keep Going}GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window{	if (fullscreen)										// Are We In Fullscreen Mode?	{		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop		ShowCursor(TRUE);								// Show Mouse Pointer	}	if (hRC)											// Do We Have A Rendering Context?	{		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?		{			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);		}		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?		{			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);		}		hRC=NULL;										// Set RC To NULL	}	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC	{		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);		hDC=NULL;										// Set DC To NULL	}	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?	{		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);		hWnd=NULL;										// Set hWnd To NULL	}	if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class	{		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);		hInstance=NULL;									// Set hInstance To NULL	}}/*	This Code Creates Our OpenGL Window.  Parameters Are:					* *	title			- Title To Appear At The Top Of The Window				* *	width			- Width Of The GL Window Or Fullscreen Mode				* *	height			- Height Of The GL Window Or Fullscreen Mode			* *	bits			- Number Of Bits To Use For Color (8/16/24/32)			* *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag){	GLuint		PixelFormat;			// Holds The Results After Searching For A Match	WNDCLASS	wc;						// Windows Class Structure	DWORD		dwExStyle;				// Window Extended Style	DWORD		dwStyle;				// Window Style	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values	WindowRect.left=(long)0;			// Set Left Value To 0	WindowRect.right=(long)width;		// Set Right Value To Requested Width	WindowRect.top=(long)0;				// Set Top Value To 0	WindowRect.bottom=(long)height;		// Set Bottom Value To Requested Height	fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages	wc.cbClsExtra		= 0;									// No Extra Window Data	wc.cbWndExtra		= 0;									// No Extra Window Data	wc.hInstance		= hInstance;							// Set The Instance	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer	wc.hbrBackground	= NULL;									// No Background Required For GL	wc.lpszMenuName		= NULL;									// We Don't Want A Menu	wc.lpszClassName	= "OpenGL";								// Set The Class Name	if (!RegisterClass(&wc))									// Attempt To Register The Window Class	{		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);		return FALSE;											// Return FALSE	}		if (fullscreen)												// Attempt Fullscreen Mode?	{		DEVMODE dmScreenSettings;								// Device Mode		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)		{			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.			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;		// Windowed Mode Selected.  Fullscreen = FALSE			}			else			{				// Pop Up A Message Box Letting User Know The Program Is Closing.				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);				return FALSE;									// Return FALSE			}		}	}	if (fullscreen)												// Are We Still In Fullscreen Mode?	{		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style		dwStyle=WS_POPUP;										// Windows Style		ShowCursor(FALSE);										// Hide Mouse Pointer	}	else	{		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style	}	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size	// Create The Window	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window								"OpenGL",							// Class Name								title,								// Window Title								dwStyle |							// Defined Window Style								WS_CLIPSIBLINGS |					// Required Window Style								WS_CLIPCHILDREN,					// Required Window Style								0, 0,								// Window Position								WindowRect.right-WindowRect.left,	// Calculate Window Width								WindowRect.bottom-WindowRect.top,	// Calculate Window Height								NULL,								// No Parent Window								NULL,								// No Menu								hInstance,							// Instance								NULL)))								// Dont Pass Anything To WM_CREATE	{		KillGLWindow();								// Reset The Display		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);		return FALSE;								// Return FALSE	}	static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be	{		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor		1,											// Version Number		PFD_DRAW_TO_WINDOW |						// Format Must Support Window		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL		PFD_DOUBLEBUFFER,							// Must Support Double Buffering		PFD_TYPE_RGBA,								// Request An RGBA Format		bits,										// Select Our Color Depth		0, 0, 0, 0, 0, 0,							// Color Bits Ignored		0,											// No Alpha Buffer		0,											// Shift Bit Ignored		0,											// No Accumulation Buffer		0, 0, 0, 0,									// Accumulation Bits Ignored		16,											// 16Bit Z-Buffer (Depth Buffer)  		0,											// No Stencil Buffer		0,											// No Auxiliary Buffer		PFD_MAIN_PLANE,								// Main Drawing Layer		0,											// Reserved		0, 0, 0										// Layer Masks Ignored	};		if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?	{		KillGLWindow();								// Reset The Display		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);		return FALSE;								// Return FALSE	}	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?	{		KillGLWindow();								// Reset The Display		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);		return FALSE;								// Return FALSE	}	if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?	{		KillGLWindow();								// Reset The Display		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);		return FALSE;								// Return FALSE	}	if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?	{		KillGLWindow();								// Reset The Display		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);		return FALSE;								// Return FALSE	}	if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context	{		KillGLWindow();								// Reset The Display		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);		return FALSE;								// Return FALSE	}	ShowWindow(hWnd,SW_SHOW);						// Show The Window	SetForegroundWindow(hWnd);						// Slightly Higher Priority	SetFocus(hWnd);									// Sets Keyboard Focus To The Window	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen	if (!InitGL())									// Initialize Our Newly Created GL Window	{		KillGLWindow();								// Reset The Display		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);		return FALSE;								// Return FALSE	}	return TRUE;									// Success}LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window							UINT	uMsg,			// Message For This Window							WPARAM	wParam,			// Additional Message Information							LPARAM	lParam)			// Additional Message Information{	switch (uMsg)									// Check For Windows Messages	{		case WM_ACTIVATE:							// Watch For Window Activate Message		{			if (!HIWORD(wParam))					// Check Minimization State			{				active=TRUE;						// Program Is Active			}			else			{				active=FALSE;						// Program Is No Longer Active			}			return 0;								// Return To The Message Loop		}		case WM_SYSCOMMAND:		{			switch (wParam)			{				case SC_SCREENSAVE:				case SC_MONITORPOWER:					return 0;			}			break;		}		case WM_CLOSE:								// Did We Receive A Close Message?		{			PostQuitMessage(0);						// Send A Quit Message			return 0;								// Jump Back		}		case WM_KEYDOWN:							// Is A Key Being Held Down?		{			keys[wParam] = TRUE;					// If So, Mark It As TRUE			return 0;								// Jump Back		}		case WM_KEYUP:								// Has A Key Been Released?		{			keys[wParam] = FALSE;					// If So, Mark It As FALSE			return 0;								// Jump Back		}		case WM_MOUSEMOVE:		{			mouse = TRUE;			mouse_x = LOWORD(lParam);			mouse_y = HIWORD(lParam);			return 0;		}		case WM_SIZE:								// Resize The OpenGL Window		{			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height			return 0;								// Jump Back		}	}	// Pass All Unhandled Messages To DefWindowProc	return DefWindowProc(hWnd,uMsg,wParam,lParam);}int WINAPI WinMain(	HINSTANCE	hInstance,			// Instance					HINSTANCE	hPrevInstance,		// Previous Instance					LPSTR		lpCmdLine,			// Command Line Parameters					int			nCmdShow)			// Window Show State{	MSG		msg;									// Windows Message Structure	BOOL	done=FALSE;								// Bool Variable To Exit Loop	// Ask The User Which Screen Mode They Prefer	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)	{		fullscreen=FALSE;							// Windowed Mode	}	// Create Our OpenGL Window	if (!CreateGLWindow("NeHe's First Polygon Tutorial",800,600,16,fullscreen))	{		return 0;									// Quit If Window Was Not Created	}	while(!done)									// Loop That Runs While done=FALSE	{		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?		{			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?			{				done=TRUE;							// If So done=TRUE			}			else									// If Not, Deal With Window Messages			{				TranslateMessage(&msg);				// Translate The Message				DispatchMessage(&msg);				// Dispatch The Message			}		}		else										// If There Are No Messages		{			// Get FPS			if( GetTickCount() - g_dwLastFPS >= 1000 )				// When A Second Has Passed...			{				g_dwLastFPS = GetTickCount();					// Update Our Time Variable				g_nFPS = g_nFrames;						// Save The FPS				g_nFrames = 0;							// Reset The FPS Counter				rad = (float)(rotation*0.0174532925);				char szTitle[256]={0};						// Build The Title String				sprintf( szTitle, "Absinth Camera Test - %d FPS - Camera Position: %f | %f, | %f Angle: %f Mouse X: %f, Mouse Y: %f",  g_nFPS, eye.x, eye.y, eye.z, rotation, mouse_x, mouse_y);				SetWindowText( hWnd, szTitle );			// Set The Title			}			g_nFrames++;						// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()			if ((active && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?			{				done=TRUE;							// ESC or DrawGLScene Signalled A Quit			}			else									// Not Time To Quit, Update Screen			{				SwapBuffers(hDC);					// Swap Buffers (Double Buffering)			}			if (keys[VK_UP])			{					rad = (float)(rotation*0.0174532925);				eye.y -= movefactor * (cos(rad));				eye.x -= movefactor * (sin(rad));				center.y -= movefactor * (cos(rad));				center.x -= movefactor * (sin(rad));				depth += movefactor * (cos(rad));				hdepth += movefactor * (sin(rad));				/*eye.y += 10.0f;				center.y += 10.0f;				depth -= 10.0f;*/							}			if (keys[VK_DOWN])			{				rad = (float)(rotation*0.0174532925);				eye.y += movefactor * (cos(rad));				eye.x += movefactor * (sin(rad));				center.y += movefactor * (cos(rad));				center.x += movefactor * (sin(rad));				depth -= movefactor * (cos(rad));				hdepth -= movefactor * (sin(rad));				/*eye.y += 10.0f;				center.y += 10.0f;				depth -= 10.0f;*/				//zdepth -= 5.0f;							}			if (keys[VK_F2])			{				eye.x -= 10.0f;				center.x -= 10.0f;				hdepth += 10.0f;							}			if (keys[VK_F3])			{				eye.x += 10.0f;				center.x += 10.0f;				hdepth -= 10.0f;							}			if (keys[VK_LEFT])			{				rad = (float)(rotation*0.0174532925);				eye.x += movefactor * (cos(rad));				eye.y += movefactor * (sin(rad));				center.x += movefactor * (cos(rad));				center.y += movefactor * (sin(rad));				hdepth -= movefactor * (cos(rad));				depth -= movefactor * (sin(rad));				/*rot += 1.0f;				rotation += 1.0f;				if (rotation >=360) { rotation = rotation - 360; }				rad = (float)(rotation*0.0174532925);				eye.x = center.x + (vis.magnitude() * sin(rad));				eye.y = center.y + (vis.magnitude() * cos(rad));*/							}			if (keys[VK_RIGHT])			{				rot -= 1.0f;				rotation -= 1.0f;				if (rotation <= -360 ) { rotation = rotation + 360; }				rad = (float)(rotation*0.0174532925);				eye.x = center.x + (vis.magnitude() * sin(rad));				eye.y = center.y + (vis.magnitude() * cos(rad));											}			if (keys[VK_F1])						// Is F1 Being Pressed?			{				keys[VK_F1]=FALSE;					// If So Make Key FALSE				KillGLWindow();						// Kill Our Current Window				fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode				// Recreate Our OpenGL Window				if (!CreateGLWindow("NeHe's First Polygon Tutorial",800,600,16,fullscreen))				{					return 0;						// Quit If Window Was Not Created				}			}			if (mouse == TRUE) {				mouse = FALSE;				if (mouse_x > old_mouse_x) {					rot -= 1.0f * (mouse_x-old_mouse_x);					rotation -= 1.0f * (mouse_x-old_mouse_x);					/*if (rotation < -90) {						rotation = -90;						rot = 0;					}*/					if (rotation <= -360 ) { rotation = rotation + 360; }					rad = (float)(rotation*0.0174532925);					eye.x = center.x + (vis.magnitude() * sin(rad));					eye.y = center.y + (vis.magnitude() * cos(rad));				}				if (mouse_x < old_mouse_x) {					rot += 1.0f * (old_mouse_x-mouse_x);					rotation += 1.0f * (old_mouse_x-mouse_x);					if (rotation >=360) { rotation = rotation - 360; }					rad = (float)(rotation*0.0174532925);					eye.x = center.x + (vis.magnitude() * sin(rad));					eye.y = center.y + (vis.magnitude() * cos(rad));				}				old_mouse_x = mouse_x; 				old_mouse_y = mouse_y;					}						}	}	// Shutdown	KillGLWindow();									// Kill The Window	return (msg.wParam);							// Exit The Program}

Hope this helps...

[Edited by - LordAsm on March 14, 2006 1:36:48 PM]

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Quote:
 Original post by LordAsm...gluPerspective(30.0f,(GLfloat)width/(GLfloat)height,0.00001f,5000000.0f);...
My guess is Z-fighting. I don't have much time right now to explain so read this then change your near and far plane values to something more reasonable.

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Ty, solved this.

I knew it was a very noobish error! :)

Ty!

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