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int board[MAXX][MAXY] =
{
{9,0,0,0,0,0,0,0,0,0,0,0,0,9},
{9,0,0,0,0,0,0,0,0,0,0,0,0,9},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8}
};


HEre's my DrawSquares function:
void Square(int x, int y, int color)
{
glLoadIdentity();									// Reset The Current Modelview Matrix
glTranslatef(-6.0f, 12.0f, trans_z);
glTranslatef(float(y), -float(x), 0);

// Pick color
if (color == 1) glColor3f(1.0f,0.0f,0.0f);
if (color == 2) glColor3f(0.0f,1.0f,0.0f);
if (color == 3) glColor3f(0.0f,0.0f,1.0f);
if (color == 4) glColor3f(1.0f,1.0f,0.0f);
if (color == 5) glColor3f(0.0f,1.0f,1.0f);
if (color == 6) glColor3f(1.0f,0.0f,1.0f);
if (color == 7) glColor3f(0.45f,0.0f,0.75f);
if (color == 8) glColor3f(0.50f,0.50f,0.50f); // Special border color
if (color == 9) glColor3f(0.1f,0.05f,0.1f); // Special BLANK marker
if (color == 10) glColor3f(1.0f,1.0f,1.0f); // Special EMPTY ME marker

glVertex3f( 0.0f, 0.0f, 0.0f);				// Top Left
glVertex3f( 1.0f, 0.0f, 0.0f);				// Top Right
glVertex3f( 1.0f,-1.0f, 0.0f);				// Bottom Right
glVertex3f( 0.0f,-1.0f, 0.0f);				// Bottom Left
glEnd();							// Done Drawing The Quad
}


AND, now - prepare to barf as I show ya just how nasty I did some piece rotation: (took graphpaper and stuff)
                       switch (color)
{
case 1:
switch (orient)
{
case 1:
if(board[piece[0][0]-2][piece[1][0]+0]==0 &&
board[piece[2][0]-1][piece[3][0]-1]==0 &&
board[piece[0][1]+0][piece[1][1]+0]==0 &&
board[piece[2][1]+1][piece[3][1]+1]==0)
{
piece[0][0]-=2;
piece[1][0]+=0;
piece[2][0]-=1;
piece[3][0]-=1;
piece[0][1]+=0;
piece[1][1]+=0;
piece[2][1]+=1;
piece[3][1]+=1;
}
else orient--;
break;
case 2:
if(board[piece[0][0]+0][piece[1][0]+2]==0 &&
board[piece[2][0]-1][piece[3][0]+1]==0 &&
board[piece[0][1]+0][piece[1][1]+0]==0 &&
board[piece[2][1]+1][piece[3][1]-1]==0)
{
piece[0][0]+=0;
piece[1][0]+=2;
piece[2][0]-=1;
piece[3][0]+=1;
piece[0][1]+=0;
piece[1][1]+=0;
piece[2][1]+=1;
piece[3][1]-=1;
}
else orient--;
break;
case 3:
if(board[piece[0][0]+2][piece[1][0]+0]==0 &&
board[piece[2][0]+1][piece[3][0]+1]==0 &&
board[piece[0][1]+0][piece[1][1]+0]==0 &&
board[piece[2][1]-1][piece[3][1]-1]==0)
{
piece[0][0]+=2;
piece[1][0]+=0;


ETC.... Yep. Nasty, but it all works. :) Glad I could share some pieces of my nasty monstrosity. - Me

##### Share on other sites
I e-mailed the source, header, and Dev C++ *.dev file to you. :)

Bet yer sorry you asked now!

Note: PLEASE by all means compile it and look it over, but DONT use it as an example of fine programmuing. :) It WORKS. That's all I can say. It ain't pretty. For other folks:

main.cpp:
#include "main.h"bool up;bool lp;bool rp;bool HAVE_ACTIVE_PIECE = FALSE;bool GAME_OVER = FALSE;const int MAXX = 24;const int MAXY = 14;float trans_z = -30.0;int n, m, color;int orient = 1;int score = 0;int score_multiplier = 0;int completed_lines = 0;int level = 1;int counter = 0;int counter_down = 0;int piece[4][2] ={                     {0,0},                     {0,0},                     {0,0},                     {0,0}};int board[MAXX][MAXY] ={                     {9,0,0,0,0,0,0,0,0,0,0,0,0,9},                     {9,0,0,0,0,0,0,0,0,0,0,0,0,9},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,0,0,0,0,0,0,0,0,0,0,0,0,8},                     {8,8,8,8,8,8,8,8,8,8,8,8,8,8}};void DrawScore(void){    if (!GAME_OVER)    {    	glLoadIdentity();									// Reset The Current Modelview Matrix        glTranslatef(-6.0f, 12.0f, trans_z);        // Pulsing Colors Based On Text Position        glColor3f( 1.0f * float(cos(cnt1)), 1.0f * float(sin(cnt2)), 1.0 + 1.0f * float(cos(cnt1+cnt2)));        // Position The Text On The Screen        glRasterPos2f(-9.0f + 1.25f * float(cos(cnt1)), -3.35f + 1.0f * float(sin(cnt2)));        // Print GL Text To The Screen        glPrint("Level: %d", level);    	glLoadIdentity();									// Reset The Current Modelview Matrix        glTranslatef(-6.0f, 12.0f, trans_z);        // Pulsing Colors Based On Text Position        glColor3f( 0.75f * float(cos(cnt1)), 0.75f * float(sin(cnt2)), 1.0 + 0.75f * float(cos(cnt1+cnt2)));        // Position The Text On The Screen        glRasterPos2f(                -9.0f + 0.5f       * float(cos(cnt1)),                -6.35f + 0.25f       * float(sin(cnt2)));        // Print GL Text To The Screen        glPrint("Lines Completed: %d", completed_lines);    	glLoadIdentity();									// Reset The Current Modelview Matrix        glTranslatef(-6.0f, 12.0f, trans_z);        // Pulsing Colors Based On Text Position        glColor3f( 0.5f * float(cos(cnt1)), 0.5f * float(sin(cnt2)), 1.0 + 0.5f * float(cos(cnt1+cnt2)));        // Position The Text On The Screen        glRasterPos2f(               -8.0f + 0.75f       * float(cos(cnt1)),                -20.35f + 0.5f       * float(sin(cnt2)));        // Print GL Text To The Screen        glPrint("Score: %i", score);        cnt1 += 0.050f;						// Increase The First Counter	    cnt2 += 0.005f;						// Increase The Second Counter    }    else    { 	glLoadIdentity();									// Reset The Current Modelview Matrix    glTranslatef(0.0f, 0.0f, trans_z+0.5f);    glColor3f(0.0f, 0.0f, 0.0f);    glBegin(GL_QUADS);						            // Draw A Quad          glVertex3f(-5.0f, -3.5f, 0.0f);				// Top Left          glVertex3f( 5.0f, -3.5f, 0.0f);				// Top Right	      glVertex3f( 5.0f, +2.5f, 0.0f);				// Bottom Right          glVertex3f(-5.0f, +2.5f, 0.0f);				// Bottom Left    glEnd();							// Done Drawing The Quad 	glLoadIdentity();									// Reset The Current Modelview Matrix    glTranslatef(0.0f, 0.0f, trans_z+0.75f);    glColor3f(1.0f, 1.0f, 1.0f);    glBegin(GL_QUADS);						            // Draw A Quad          glVertex3f(-4.8f, -3.3f, 0.0f);				// Top Left          glVertex3f( 4.8f, -3.3f, 0.0f);				// Top Right	      glVertex3f( 4.8f, +2.3f, 0.0f);				// Bottom Right          glVertex3f(-4.8f, +2.3f, 0.0f);				// Bottom Left    glEnd();							// Done Drawing The Quad     	glLoadIdentity();									// Reset The Current Modelview Matrix        glTranslatef(0.0f, 0.0f, trans_z+1.0f);        glColor3f(1.0f, 0.0f, 0.0f);        glRasterPos2f(-2.0f, 1.0f);        glPrint("GAME OVER");        glRasterPos2f(-2.0f, -1.0f);        glPrint("SCORE: %d", score);        glRasterPos2f(-2.0f, -3.0f);        glPrint("LEVEL: %d", level);    }}void CheckForLines(void){    for (n = MAXX-2; n > 0; n--)    {        int bar = 0;        for (m = 1; m <= MAXY-2; m++)        {            if(board[n][m] != 0) bar++;        }        if (bar == MAXY-2)        {            for (int p = 1; p <= MAXY-2; p++)            board[n] = 10;        }    }    // Compact Board 4 times //    for(int z=0; z<4; z++)    {        // Cycle through lines stating at 1        for(n = MAXX-2; n > 0; n--)        {            // Does this line start with a 10, meaning it's complete?            if(board[n][1]==10)            {                completed_lines++;                if(completed_lines%10 == 0) level++;                score_multiplier++;                // It's a complete line, so compact it.                for(int p = n; p > 0; p--)                {                    for(m = 1; m <= MAXY-2; m++)                    {                        board[m] = board[p-1][m];                    }                }            }        }    }    switch(score_multiplier)    {        case 1:            score+=100;            break;        case 2:            score+=300;            break;        case 3:            score+=700;            break;        case 4:            score+=1000;            break;    }    score_multiplier=0;}void StepPieceDown(void){    board[piece[0][0]][piece[1][0]]=0;    board[piece[2][0]][piece[3][0]]=0;    board[piece[0][1]][piece[1][1]]=0;    board[piece[2][1]][piece[3][1]]=0;    if(board[piece[0][0]+1][piece[1][0]]==0 &&       board[piece[2][0]+1][piece[3][0]]==0 &&       board[piece[0][1]+1][piece[1][1]]==0 &&       board[piece[2][1]+1][piece[3][1]]==0)    {        piece[0][0]++;        piece[2][0]++;        piece[0][1]++;        piece[2][1]++;    }    else HAVE_ACTIVE_PIECE = FALSE;    board[piece[0][0]][piece[1][0]]=color;    board[piece[2][0]][piece[3][0]]=color;    board[piece[0][1]][piece[1][1]]=color;    board[piece[2][1]][piece[3][1]]=color;}void MakePiece(void){    orient = 1;    color = (rand()%7)+1;    switch (color)    {        case 1:            piece[0][0]= 0;            piece[1][0]= 6;            piece[2][0]= 1;            piece[3][0]= 6;            piece[0][1]= 1;            piece[1][1]= 7;            piece[2][1]= 1;            piece[3][1]= 8;            break;        case 2:            //  L in offsets            piece[0][0]= 0;            piece[1][0]= 8;            piece[2][0]= 1;            piece[3][0]= 8;            piece[0][1]= 1;            piece[1][1]= 7;            piece[2][1]= 1;            piece[3][1]= 6;            break;        case 3:            // Op Z in offsets            piece[0][0]= 1;            piece[1][0]= 6;            piece[2][0]= 1;            piece[3][0]= 7;            piece[0][1]= 0;            piece[1][1]= 7;            piece[2][1]= 0;            piece[3][1]= 8;            break;        case 4:            // Z in offsets            piece[0][0]= 0;            piece[1][0]= 6;            piece[2][0]= 0;            piece[3][0]= 7;            piece[0][1]= 1;            piece[1][1]= 7;            piece[2][1]= 1;            piece[3][1]= 8;            break;        case 5:            // pipe in offsets            piece[0][0]= 0;            piece[1][0]= 5;            piece[2][0]= 0;            piece[3][0]= 6;            piece[0][1]= 0;            piece[1][1]= 7;            piece[2][1]= 0;            piece[3][1]= 8;            break;        case 6:            //square in offsets            piece[0][0]= 0;            piece[1][0]= 6;            piece[2][0]= 0;            piece[3][0]= 7;            piece[0][1]= 1;            piece[1][1]= 6;            piece[2][1]= 1;            piece[3][1]= 7;            break;        case 7:            // T in offsets            piece[0][0]= 0;            piece[1][0]= 7;            piece[2][0]= 1;            piece[3][0]= 6;            piece[0][1]= 1;            piece[1][1]= 7;            piece[2][1]= 1;            piece[3][1]= 8;            break;        default:            break;    }    if(board[piece[0][0]][piece[1][0]]==0 &&       board[piece[2][0]][piece[3][0]]==0 &&       board[piece[0][1]][piece[1][1]]==0 &&       board[piece[2][1]][piece[3][1]]==0)    {        board[piece[0][0]][piece[1][0]]=color;        board[piece[2][0]][piece[3][0]]=color;        board[piece[0][1]][piece[1][1]]=color;        board[piece[2][1]][piece[3][1]]=color;    }    else GAME_OVER = TRUE;}void Square(int x, int y, int color){	glLoadIdentity();									// Reset The Current Modelview Matrix    glTranslatef(-6.0f, 12.0f, trans_z);    glTranslatef(float(y), -float(x), 0);          // Pick color          if (color == 1) glColor3f(1.0f,0.0f,0.0f);          if (color == 2) glColor3f(0.0f,1.0f,0.0f);          if (color == 3) glColor3f(0.0f,0.0f,1.0f);          if (color == 4) glColor3f(1.0f,1.0f,0.0f);          if (color == 5) glColor3f(0.0f,1.0f,1.0f);          if (color == 6) glColor3f(1.0f,0.0f,1.0f);          if (color == 7) glColor3f(0.45f,0.0f,0.75f);          if (color == 8) glColor3f(0.50f,0.50f,0.50f); // Special border color          if (color == 9) glColor3f(0.1f,0.05f,0.1f); // Special BLANK marker          if (color == 10) glColor3f(1.0f,1.0f,1.0f); // Special EMPTY ME marker    glBegin(GL_QUADS);						            // Draw A Quad          glVertex3f( 0.0f, 0.0f, 0.0f);				// Top Left          glVertex3f( 1.0f, 0.0f, 0.0f);				// Top Right	      glVertex3f( 1.0f,-1.0f, 0.0f);				// Bottom Right          glVertex3f( 0.0f,-1.0f, 0.0f);				// Bottom Left    glEnd();							// Done Drawing The Quad}int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing{    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, trans_z-1.0f);    for (n=0; n < MAXX; n++)    {        for (m=0; m < MAXY; m++)        {            if (board[n][m] != 0)            {                Square(n, m, board[n][m]);            }        }    }    DrawScore();    return TRUE;										// Everything Went OK}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    fullscreen=TRUE;    srand(time(NULL));	// Create Our OpenGL Window    if (!CreateGLWindow("Graphics Programming",1024,768,16,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		{			// 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(!GAME_OVER)                {                    if (++counter == 51-level)                    {                        counter = 0;                        StepPieceDown();                    }                    // Is a new piece needed? If so, make piece                    if (HAVE_ACTIVE_PIECE == FALSE)                    {                        CheckForLines();                        HAVE_ACTIVE_PIECE = TRUE;                        MakePiece();                    }                    // Move active piece   	    			if (keys[VK_UP] && !up)				// Is Up Arrow Being Pressed?		      		{                        // Rotate The piece orient =1, 2,3,4  clockwise - color = type of block                        up=TRUE;                        if (orient != 4) orient++;                        else orient = 1;                        board[piece[0][0]][piece[1][0]]=0;                        board[piece[2][0]][piece[3][0]]=0;                        board[piece[0][1]][piece[1][1]]=0;                        board[piece[2][1]][piece[3][1]]=0;                        switch (color)                        {                            case 1:                                switch (orient)                                {                                    case 1:                                        if(board[piece[0][0]-2][piece[1][0]+0]==0 &&                                           board[piece[2][0]-1][piece[3][0]-1]==0 &&                                           board[piece[0][1]+0][piece[1][1]+0]==0 &&                                           board[piece[2][1]+1][piece[3][1]+1]==0)                                        {                                            piece[0][0]-=2;                                            piece[1][0]+=0;                                            piece[2][0]-=1;                                            piece[3][0]-=1;                                            piece[0][1]+=0;                                            piece[1][1]+=0;                                            piece[2][1]+=1;                                            piece[3][1]+=1;                                        }                                        else orient--;                                        break;                                    case 2:                                        if(board[piece[0][0]+0][piece[1][0]+2]==0 &&                                           board[piece[2][0]-1][piece[3][0]+1]==0 &&                                           board[piece[0][1]+0][piece[1][1]+0]==0 &&                                           board[piece[2][1]+1][piece[3][1]-1]==0)                                        {                                            piece[0][0]+=0;                                            piece[1][0]+=2;                                            piece[2][0]-=1;                                            piece[3][0]+=1;                                            piece[0][1]+=0;                                            piece[1][1]+=0;                                            piece[2][1]+=1;                                            piece[3][1]-=1;                                        }                                        else orient--;                                        break;                                    case 3:                                        if(board[piece[0][0]+2][piece[1][0]+0]==0 &&                                           board[piece[2][0]+1][piece[3][0]+1]==0 &&                                           board[piece[0][1]+0][piece[1][1]+0]==0 &&                                           board[piece[2][1]-1][piece[3][1]-1]==0)                                        {                                            piece[0][0]+=2;                                            piece[1][0]+=0;                                            piece[2][0]+=1;                                            piece[3][0]+=1;                                            piece[0][1]+=0;                                            piece[1][1]+=0;                                            piece[2][1]-=1;                                            piece[3][1]-=1;                                        }                                        else orient--;                                        break;                                    case 4:                                        if(board[piece[0][0]+0][piece[1][0]-2]==0 &&                                           board[piece[2][0]+1][piece[3][0]-1]==0 &&                                           board[piece[0][1]+0][piece[1][1]+0]==0 &&                                           board[piece[2][1]-1][piece[3][1]+1]==0)                                        {                                            piece[0][0]+=0;                                            piece[1][0]-=2;                                            piece[2][0]+=1;                                            piece[3][0]-=1;                                            piece[0][1]+=0;                                            piece[1][1]+=0;                                            piece[2][1]-=1;                                            piece[3][1]+=1;                                        }                                        else orient--;                                        break;                                }                                break;                            case 2:                                switch (orient)                                {                                    case 1:                                        if(board[piece[0][0]+0][piece[1][0]+2]==0 &&                                           board[piece[2][0]+1][piece[3][0]+1]==0 &&                                           board[piece[0][1]+0][piece[1][1]+0]==0 &&                                           board[piece[2][1]-1][piece[3][1]-1]==0)                                        {                                            piece[0][0]+=0;                                            piece[1][0]+=2;                                            piece[2][0]+=1;                                            piece[3][0]+=1;                                            piece[0][1]+=0;                                            piece[1][1]+=0;                                            piece[2][1]-=1;                                            piece[3][1]-=1;                                        }                                        else orient--;                                        break;                                    case 2:                                        if(board[piece[0][0]+2][piece[1][0]+0]==0 &&                                           board[piece[2][0]+1][piece[3][0]-1]==0 &&                                           board[piece[0][1]+0][piece[1][1]+0]==0 &&                                           board[piece[2][1]-1][piece[3][1]+1]==0)                                        {                                            piece[0][0]+=2;                                            piece[1][0]+=0;                                            piece[2][0]+=1;                                            piece[3][0]-=1;                                            piece[0][1]+=0;                                            piece[1][1]+=0;                                            piece[2][1]-=1;                                            piece[3][1]+=1;                                        }                                        else orient--;                                        break;                                    case 3:                                        if(board[piece[0][0]+0][piece[1][0]-2]==0 &&                                           board[piece[2][0]-1][piece[3][0]-1]==0 &&                                           board[piece[0][1]+0][piece[1][1]+0]==0 &&                                           board[piece[2][1]+1][piece[3][1]+1]==0)                                        {                                            piece[0][0]+=0;                                            piece[1][0]-=2;                                            piece[2][0]-=1;                                            piece[3][0]-=1;                                            piece[0][1]+=0;                                            piece[1][1]+=0;                                            piece[2][1]+=1;                                            piece[3][1]+=1;                                        }                                        else orient--;                                        break;                                    case 4:                                        if(board[piece[0][0]-2][piece[1][0]+0]==0 &&                                           board[piece[2][0]-1][piece[3][0]+1]==0 &&                                           board[piece[0][1]+0][piece[1][1]+0]==0 &&                                           board[piece[2][1]+1][piece[3][1]-1]==0)                                        {                                            piece[0][0]-=2;                                            piece[1][0]+=0;                                            piece[2][0]-=1;                                            piece[3][0]+=1;                                            piece[0][1]+=0;                                            piece[1][1]+=0;                                            piece[2][1]+=1;                                            piece[3][1]-=1;                                        }                                        else orient--;                                        break;                                }                                break;                            case 3:                                switch (orient)                                {                                    case 1:                                    case 3:                                        if(board[piece[0][0]+2][piece[1][0]-1]==0 &&                                           board[piece[2][0]+0][piece[3][0]-1]==0 &&                                           board[piece[0][1]+0][piece[1][1]+0]==0 &&                                           board[piece[2][1]+0][piece[3][1]+0]==0)                                        {                                            piece[0][0]+=2;                                            piece[1][0]-=1;                                            piece[2][0]+=0;                                            piece[3][0]-=1;                                            piece[0][1]+=0;                                            piece[1][1]+=0;                                            piece[2][1]+=0;                                            piece[3][1]+=0;                                        }                                        else orient--;                                        break;                                    case 2:                                    case 4:                                        if(board[piece[0][0]-2][piece[1][0]+1]==0 &&                                           board[piece[2][0]+0][piece[3][0]+1]==0 &&                                           board[piece[0][1]+0][piece[1][1]+0]==0 &&                                           board[piece[2][1]+0][piece[3][1]+0]==0)                                        {                                            piece[0][0]-=2;                                            piece[1][0]+=1;                                            piece[2][0]+=0;                                            piece[3][0]+=1;                                            piece[0][1]+=0;                                            piece[1][1]+=0;                                            piece[2][1]+=0;                                            piece[3][1]+=0;                                        }                                        else orient--;                                        break;                                }                                break;                            case 4:                                switch (orient)                                {                                    case 1:                                    case 3:                                        if(board[piece[0][0]-2][piece[1][0]+0]==0 &&                                           board[piece[2][0]+0][piece[3][0]+0]==0 &&                                           board[piece[0][1]+0][piece[1][1]+0]==0 &&                                           board[piece[2][1]+0][piece[3][1]+2]==0)                                        {                                            piece[0][0]-=2;                                            piece[1][0]+=0;                                            piece[2][0]+=0;                                            piece[3][0]+=0;                                            piece[0][1]+=0;                                            piece[1][1]+=0;                                            piece[2][1]+=0;                                            piece[3][1]+=2;                                        }                                        else orient--;                                        break;                                    case 2:                                    case 4:                                        if(board[piece[0][0]+2][piece[1][0]+0]==0 &&                                           board[piece[2][0]+0][piece[3][0]+0]==0 &&                                           board[piece[0][1]+0][piece[1][1]+0]==0 &&                                           board[piece[2][1]+0][piece[3][1]-2]==0)                                        {                                            piece[0][0]+=2;                                            piece[1][0]+=0;                                            piece[2][0]+=0;                                            piece[3][0]+=0;                                            piece[0][1]+=0;                                            piece[1][1]+=0;                                            piece[2][1]+=0;                                            piece[3][1]-=2;                                        }                                        else orient--;                                        break;                                }                                break;                            case 5:                                switch (orient)                                {                                    case 1:                                    case 3:                                        if(board[piece[0][0]+2][piece[1][0]-2]==0 &&                                           board[piece[2][0]+1][piece[3][0]-1]==0 &&                                           board[piece[0][1]+0][piece[1][1]+0]==0 &&                                           board[piece[2][1]-1][piece[3][1]+1]==0)                                        {                                            piece[0][0]+=2;                                            piece[1][0]-=2;                                            piece[2][0]+=1;                                            piece[3][0]-=1;                                            piece[0][1]+=0;                                            piece[1][1]+=0;                                            piece[2][1]-=1;                                            piece[3][1]+=1;                                        }                                        else orient--;                                        break;                                    case 2:                                    case 4:                                        if(board[piece[0][0]-2][piece[1][0]+2]==0 &&                                           board[piece[2][0]-1][piece[3][0]+1]==0 &&                                           board[piece[0][1]+0][piece[1][1]+0]==0 &&                                           board[piece[2][1]+1][piece[3][1]-1]==0)                                        {                                            piece[0][0]-=2;                                            piece[1][0]+=2;                                            piece[2][0]-=1;                                            piece[3][0]+=1;                                            piece[0][1]+=0;                                            piece[1][1]+=0;                                            piece[2][1]+=1;                                            piece[3][1]-=1;                                        }                                        else orient--;                                        break;                                }                                break;                            case 6:                                break;                            case 7:                                switch (orient)                                {                                    case 1:                                        if(board[piece[0][0]-1][piece[1][0]+1]==0 &&                                           board[piece[2][0]-1][piece[3][0]-1]==0 &&                                           board[piece[0][1]+0][piece[1][1]+0]==0 &&                                           board[piece[2][1]+1][piece[3][1]+1]==0)                                        {                                            piece[0][0]-=1;                                            piece[1][0]+=1;                                            piece[2][0]-=1;                                            piece[3][0]-=1;                                            piece[0][1]+=0;                                            piece[1][1]+=0;                                            piece[2][1]+=1;                                            piece[3][1]+=1;                                        }                                        else orient--;                                        break;                                    case 2:                                        if(board[piece[0][0]+0][piece[1][0]+0]==0 &&                                           board[piece[2][0]+1][piece[3][0]+1]==0 &&                                           board[piece[0][1]+0][piece[1][1]+0]==0 &&                                           board[piece[2][1]+0][piece[3][1]+0]==0)                                        {                                            piece[0][0]+=0;                                            piece[1][0]+=0;                                            piece[2][0]+=1;                                            piece[3][0]+=1;                                            piece[0][1]+=0;                                            piece[1][1]+=0;                                            piece[2][1]+=0;                                            piece[3][1]+=0;                                        }                                        else orient--;                                        break;                                    case 3:                                        if(board[piece[0][0]+1][piece[1][0]-1]==0 &&                                           board[piece[2][0]+0][piece[3][0]+0]==0 &&                                           board[piece[0][1]+0][piece[1][1]+0]==0 &&                                           board[piece[2][1]+0][piece[3][1]+0]==0)                                        {                                            piece[0][0]+=1;                                            piece[1][0]-=1;                                            piece[2][0]+=0;                                            piece[3][0]+=0;                                            piece[0][1]+=0;                                            piece[1][1]+=0;                                            piece[2][1]+=0;                                            piece[3][1]+=0;                                        }                                        else orient--;                                        break;                                    case 4:                                        if(board[piece[0][0]+0][piece[1][0]+0]==0 &&                                           board[piece[2][0]+0][piece[3][0]+0]==0 &&                                           board[piece[0][1]+0][piece[1][1]+0]==0 &&                                           board[piece[2][1]-1][piece[3][1]-1]==0)                                        {                                            piece[0][0]+=0;                                            piece[1][0]+=0;                                            piece[2][0]+=0;                                            piece[3][0]+=0;                                            piece[0][1]+=0;                                            piece[1][1]+=0;                                            piece[2][1]-=1;                                            piece[3][1]-=1;                                        }                                        else orient--;                                        break;                                }                                break;                        }                        board[piece[0][0]][piece[1][0]]=color;                        board[piece[2][0]][piece[3][0]]=color;                        board[piece[0][1]][piece[1][1]]=color;                        board[piece[2][1]][piece[3][1]]=color;    				}   	    			if (!keys[VK_UP]) up=FALSE;   	    			if (keys[VK_DOWN])    		  		{                        if(counter_down == 3)                        {                            //move piece down                            board[piece[0][0]][piece[1][0]]=0;                            board[piece[2][0]][piece[3][0]]=0;                            board[piece[0][1]][piece[1][1]]=0;                            board[piece[2][1]][piece[3][1]]=0;                            if(board[piece[0][0]+1][piece[1][0]]==0 &&                              board[piece[2][0]+1][piece[3][0]]==0 &&                              board[piece[0][1]+1][piece[1][1]]==0 &&                              board[piece[2][1]+1][piece[3][1]]==0)                            {                                piece[0][0]++;                                piece[2][0]++;                                piece[0][1]++;                                piece[2][1]++;                            }                            else HAVE_ACTIVE_PIECE = FALSE;                            board[piece[0][0]][piece[1][0]]=color;                            board[piece[2][0]][piece[3][0]]=color;                            board[piece[0][1]][piece[1][1]]=color;                            board[piece[2][1]][piece[3][1]]=color;                            counter_down = 0;                        }                        else counter_down++;           			}   	    			if (keys[VK_RIGHT] && !rp)		      		{                        rp=TRUE;                        board[piece[0][0]][piece[1][0]]=0;                        board[piece[2][0]][piece[3][0]]=0;                        board[piece[0][1]][piece[1][1]]=0;                        board[piece[2][1]][piece[3][1]]=0;                        if(board[piece[0][0]][piece[1][0]+1]==0 &&                           board[piece[2][0]][piece[3][0]+1]==0 &&                           board[piece[0][1]][piece[1][1]+1]==0 &&                           board[piece[2][1]][piece[3][1]+1]==0)                        {                            piece[1][0]++;                            piece[3][0]++;                            piece[1][1]++;                            piece[3][1]++;                        }                        board[piece[0][0]][piece[1][0]]=color;                        board[piece[2][0]][piece[3][0]]=color;                        board[piece[0][1]][piece[1][1]]=color;                        board[piece[2][1]][piece[3][1]]=color;    				}   	    			if (!keys[VK_RIGHT]) rp=FALSE;   	    			if (keys[VK_LEFT] && !lp)    		  		{                        lp=TRUE;                        board[piece[0][0]][piece[1][0]]=0;                        board[piece[2][0]][piece[3][0]]=0;                        board[piece[0][1]][piece[1][1]]=0;                        board[piece[2][1]][piece[3][1]]=0;                        if(board[piece[0][0]][piece[1][0]-1]==0 &&                           board[piece[2][0]][piece[3][0]-1]==0 &&                           board[piece[0][1]][piece[1][1]-1]==0 &&                           board[piece[2][1]][piece[3][1]-1]==0)                        {                            piece[1][0]--;                            piece[3][0]--;                            piece[1][1]--;                            piece[3][1]--;                        }                        board[piece[0][0]][piece[1][0]]=color;                        board[piece[2][0]][piece[3][0]]=color;                        board[piece[0][1]][piece[1][1]]=color;                        board[piece[2][1]][piece[3][1]]=color;    				}   	    			if (!keys[VK_LEFT]) lp=FALSE;                }                if (keys[VK_PRIOR]) trans_z +=0.5;   	   			if (keys[VK_NEXT]) trans_z -=0.5;				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("Graphics Programming",1024,768,16,fullscreen))					{						return 0;						// Quit If Window Was Not Created					}				}            }		}	}	// Shutdown	KillGLWindow();									// Kill The Window	return (msg.wParam);							// Exit The Program}

main.h:
#include <windows.h>		// Header File For Windows#include <math.h>	     	// Header File For Math (cos and sin)#include <time.h>#include <stdarg.h>			// Header File For Variable Argument Routines	( ADD )#include <stdio.h>			// Header File For Standard Input/Output#include <gl\gl.h>			// Header File For The OpenGL32 Library#include <gl\glu.h>			// Header File For The GLu32 Library#include <gl\glaux.h>		// Header File For The Glaux LibraryHDC			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];			// Array Used For The Keyboard Routinebool	active=TRUE;		// Window Active Flag Set To TRUE By Defaultbool	fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By DefaultGLuint	base;				// Base Display List For The Font SetGLfloat	cnt1;				// 1st Counter Used To Move Text & For ColoringGLfloat	cnt2;				// 2nd Counter Used To Move Text & For Coloring//GLuint		texture[1];     // preserve space for 1 texture//int LoadGLTextures(void);LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProcGLvoid BuildFont(GLvoid)								// Build Our Bitmap Font{	HFONT	font;										// Windows Font ID	HFONT	oldfont;									// Used For Good House Keeping	base = glGenLists(96);								// Storage For 96 Characters	font = CreateFont(	-24,							// Height Of Font						0,								// Width Of Font						0,								// Angle Of Escapement						0,								// Orientation Angle						FW_BOLD,						// Font Weight						FALSE,							// Italic						FALSE,							// Underline						FALSE,							// Strikeout						ANSI_CHARSET,					// Character Set Identifier						OUT_TT_PRECIS,					// Output Precision						CLIP_DEFAULT_PRECIS,			// Clipping Precision						ANTIALIASED_QUALITY,			// Output Quality						FF_DONTCARE|DEFAULT_PITCH,		// Family And Pitch						"Courier New");					// Font Name	oldfont = (HFONT)SelectObject(hDC, font);           // Selects The Font We Want	wglUseFontBitmaps(hDC, 32, 96, base);				// Builds 96 Characters Starting At Character 32	SelectObject(hDC, oldfont);							// Selects The Font We Want	DeleteObject(font);									// Delete The Font}GLvoid KillFont(GLvoid)									// Delete The Font List{	glDeleteLists(base, 96);							// Delete All 96 Characters}GLvoid glPrint(const char *fmt, ...)					// Custom GL "Print" Routine{	char		text[256];								// Holds Our String	va_list		ap;										// Pointer To List Of Arguments	if (fmt == NULL)									// If There's No Text		return;											// Do Nothing	va_start(ap, fmt);									// Parses The String For Variables	    vsprintf(text, fmt, ap);						// And Converts Symbols To Actual Numbers	va_end(ap);											// Results Are Stored In Text	glPushAttrib(GL_LIST_BIT);							// Pushes The Display List Bits	glListBase(base - 32);								// Sets The Base Character to 32	glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);	// Draws The Display List Text	glPopAttrib();										// Pops The Display List Bits}AUX_RGBImageRec *LoadBMP(char *Filename)				// Loads A Bitmap Image{	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}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(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix	glLoadIdentity();									// Reset The Modelview Matrix}int InitGL(GLvoid)										// All Setup For OpenGL Goes Here{    //LoadGLTextures();    glEnable(GL_TEXTURE_2D);	glClearColor(0.1f,0.05f,0.1f, 0.5f);				// Black Background	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    BuildFont();    return TRUE;								// Initialization Went OK}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    }    KillFont();}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=TRUE;		// 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:							// Intercept System Commands		{			switch (wParam)							// Check System Calls			{				case SC_SCREENSAVE:					// Screensaver Trying To Start?				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?				return 0;							// Prevent From Happening			}			break;									// Exit		}		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_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 LoadGLTextures()									// Load Bitmaps And Convert To Textures{	int Status=TRUE;									// 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("tim.bmp"))	{		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);	} else Status=FALSE;                                   // Failure to load image	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}*/

Sorry it's so ugly! :) It's for windows, uses OpenGL, and works well in the Dev C++ programming IDE. :)

Thank you Nehe, and thank you GameDev!

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