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OpenGL My OpenGL program and Radeons

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I've given my game to about 10 people so far and the first nine it worked perfectly. Then I gave it to my 10th friend and he said that when he opened the program it would crash and a windows warning window ( the kind that asks if you would like to send a message to windows about this problem ) would show up. I asked him a bunch of questions, and the only thing that I could tell about his computer was that it had a Radeon 9800 where as all of my other friends had some type of nVidia. I can't figure out the problem. Why would my program not run AT ALL on one person's computer, but run fine on all nVidia based comps? I would prefer not to show all of my code, but for the most part, the creation of my OpenGL window is almost the exact same as lesson 1 of Nehe productions.

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without any code its going to be practically impossible to help you.

the only two things I can think of are;
- you are using an extension he doesnt have
- you are assuming things about window creation which dont work on ATI cards

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Are you using extensions? If you load an extension that's not supported by the video card, and try to use it, your program will crash. This is because the function pointer returned by getprocaddress([function name]) will return 0, and you can't call a function pointer with the value 0.

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I'm not sure I know what an extension is. Can you give me a few examples? like is GLUT an extension?

Ok, I'll post my main.cpp, but its a good 800 lines of code...


/*
*Credit for this game is owed to: Jacob Reichman, Mike Maunu, Aaron Smorgon, www.gamedev.net forums,
*Stephen Luban, and video game directors everywhere. *****Include in Credits****
*/


#include <windows.h> // Header File For Windows
#include <FPshooter.h>
#include <iostream>
#include <dmusicc.h>

int whichBullet = 0, maxBullets = 5; //defines which bullet to create next, and the max number of bullets
Bullet b[5]; //Makes maxBullets bullets
Zombie zom; //Bad Guy
Player *player1 = new Player(100, 0.1,0,3,0); //Initiates a Player
GLdouble view_angle = PI*1.5, sight = 0; //determines what direction you are looking at.

char difficulty[20] = "Normal", Quality[20] = "Medium"; //initial settings
bool inMenu = true, inOptionsMenu = false; //determine which menu the player is in
int screen = 0; //what part of the screen is the cursor over?

GLdouble skyRotation = 0; //Allows the sky to rotate so it looks more real
Model *Sky = NULL, *Land = NULL, *Zombie2 = NULL, *Gun = NULL; //Half of a Sphere Sky
BITMAPINFOHEADER bitmapInfoHeader;
unsigned char* bitmapData;


HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application

bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc

double getRandomNumber(int lo, int hi) //probably not very useful outside this program
{ //lo should be negative, and hi should be positive
double x = ( rand() % ( abs(lo) + hi ) )+1;
if( x > hi )
x = x - ( abs(lo) + hi );

return x;
}

void printDifficulty()
{
glRasterPos3f(-0.5, 0.25, -1);
drawString("Difficulty");
drawString(" ");
drawString( difficulty );
}

void printQuality()
{
glRasterPos3f(-0.5, -0.25, -1);
drawString("Quality");
drawString(" ");
drawString( Quality );
}

void runKeyboardInput()
{
if( !inMenu )
{
if(keys[VK_SPACE])
{
glPushMatrix();
glTranslatef(player1->getX(), player1->getY(), player1->getZ());
whichBullet++;
b[whichBullet].init(player1->getX(),player1->getY(),player1->getZ(), cos(view_angle)*cos(sight)*500, sin(sight)*500, sin(view_angle)*cos(sight)*500, 1000);
if( whichBullet == maxBullets-1)
whichBullet = 0;

glPopMatrix();
}

if(keys[VK_LEFT])
{
view_angle-=PI/40;
}
if(keys[VK_CONTROL])
{
double x = getRandomNumber(-60,60), z = getRandomNumber(-60,60);
zom.init(x, 0, z, 200);
zom.unDie();
}

if(keys[VK_UP])
{
if(sight < 0.4)
sight+=0.05;
}

if(keys[VK_RIGHT])
{
view_angle+=PI/40;
}

if(keys[VK_DOWN])
{
if(sight > -0.6)
sight-=0.05;
}

if(keys[65]) //'a'
{
if( player1->getX()*player1->getX() + player1->getZ()*player1->getZ() < 2300)
{
player1->addX( player1->getSpeed() * sin(view_angle) );
player1->addZ( (-1)*player1->getSpeed() * cos(view_angle) );
}
else
{
player1->addX( 3 * (-1)*player1->getSpeed() * sin(view_angle) );
player1->addZ( 3 * player1->getSpeed() * cos(view_angle) );
}
}

if(keys[68]) //'d'
{
if( player1->getX()*player1->getX() + player1->getZ()*player1->getZ() < 2300)
{
player1->addX( (-1)*player1->getSpeed() * sin(view_angle) );
player1->addZ( player1->getSpeed() * cos(view_angle) );
}
else
{
player1->addX( 3 * player1->getSpeed() * sin(view_angle) );
player1->addZ( 3 * (-1)*player1->getSpeed() * cos(view_angle) );
}
}

if(keys[87]) //'s'
{
if( player1->getX()*player1->getX() + player1->getZ()*player1->getZ() < 2300)
{
player1->addX( player1->getSpeed() * cos(view_angle) );
player1->addZ( player1->getSpeed() * sin(view_angle) );
}
else
{
player1->addX( 3 * (-1)*player1->getSpeed() * cos(view_angle) );
player1->addZ( 3 * (-1)*player1->getSpeed() * sin(view_angle) );
}
}

if(keys[83]) //'w'
{
if( player1->getX()*player1->getX() + player1->getZ()*player1->getZ() < 2300)
{
player1->addX( (-1)*player1->getSpeed() * cos(view_angle) );
player1->addZ( (-1)*player1->getSpeed() * sin(view_angle) );
}
else
{
player1->addX( 3 * player1->getSpeed() * cos(view_angle) );
player1->addZ( 3 * player1->getSpeed() * sin(view_angle) );
}
}

if( keys[VK_SHIFT] )
{
inMenu = true;
ShowCursor(true);
}
}
}

void printHealth()
{
glRasterPos3f(-1.1,0.85,-1);
for(int i = 0; i < player1->getHealth()/10; i++)
{
drawString("[] ");
}
if(player1->getHealth() < 10 && player1->getHealth() != 0)
{
drawString("[] ");
}
}

GLvoid ReSizeGLScene(GLsizei w, GLsizei h) // Resize And Initialize The GL Window
{
glViewport(0,0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(450,(float)w/h,0.1,100);
glMatrixMode(GL_MODELVIEW); // Reset The Modelview Matrix
}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
Sky->reloadTextures();
Land->reloadTextures();
Zombie2->reloadTextures();

bitmapData = LoadBitmapFile("MitchenGames.bmp", &bitmapInfoHeader);

for( int i = 0; i < maxBullets; i++)
b.init(100,100,100,100,100,100,100);

srand((unsigned)time(0));

zom.init(10,0,-50,200);

GLfloat mat_specular[]={0.5,0.5,0.5,1.0}; //Set the light...
GLfloat light_position[]={0.0,0.0,10.0,0.0}; //If i want to add more lights later i can
glClearColor (0.0,0.0,0.5,0.0);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 8.0);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LINE_SMOOTH);

glEnable(GL_FOG);
//GLfloat fogColor[4] = {1.0,0.35,0.0,0.0};
GLfloat fogColor[4] = {0.35,0.5,0.0,0.0};
glFogfv(GL_FOG_COLOR, fogColor);
glFogf(GL_FOG_MODE, GL_EXP);
glFogf(GL_FOG_DENSITY, 0.015);

Sky->loadModelData( "MilkShape/MySky.ms3d" );
Land->loadModelData( "MilkShape/MyGround.ms3d" );
Zombie2->loadModelData( "MilkShape/Downloaded Models/zombie02.ms3d" );
Gun->loadModelData( "MilkShape/MyGun.ms3d" );

return TRUE; // Initialization Went OK
}

int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

gluLookAt(player1->getX(), //camera
player1->getY(),
player1->getZ(),
player1->getX() + cos(view_angle)*cos(sight),
player1->getY() + sin(sight),
player1->getZ() + sin(view_angle)*cos(sight),
-sin(sight)*cos(view_angle),
cos(sight),
-sin(sight)*sin(view_angle)); //camera

glEnable(GL_FOG);

glPushMatrix();
if(player1->getHealth() > 0)
glColor3f(1.0,1.0,1.0);
else
{
glColor3f(1.0,0.0,0.0);
zom.setSpeed(300);
}
glRotatef(skyRotation, 0, 1, 0);
glTranslatef(0,-5.5,0); //draws sky
glScalef(0.5,0.5,0.5);
Sky->draw();
skyRotation+=0.03;
glPopMatrix();

glPushMatrix(); //draws land
glScalef(0.3,0.3,0.3);
glTranslatef(0,-10,0);
Land->draw();
glPopMatrix();

if(!inMenu)
{
for( int i = 0; i < maxBullets; i++)
{
b.approach();
if( findDistance( zom.getX() , zom.getY() + 1.5, zom.getZ(), b.getX(), b.getY(), b.getZ() ) < 3.0 )
{ //if distance of bullet and zombie is less than radius
zom.die();
}
}


glEnable(GL_LIGHTING); //draw everything that requires lighting; everything 3D

glPushMatrix();
zom.approach(player1->getX(),player1->getY() - 3,player1->getZ()-3);
zom.draw(Zombie2, *player1);
zom.determineMovement();
glPopMatrix();

glDisable( GL_LIGHTING );
glDisable(GL_FOG);

glLoadIdentity();

glPushMatrix();
glColor3f(0.5,0.5,0.5);
glTranslatef( 0.4,-0.28,-1);
Gun->draw();
glColor3f(1.0,1.0,1.0);
glPopMatrix();

if(player1->unShot() == false)
{
glPushMatrix();
glColor3f(1.0,0.0,0.0); //call printHealth method
printHealth();
glPopMatrix();
}
}
else
{
glDisable( GL_LIGHTING );

glLoadIdentity();

glPushMatrix();
if( !inOptionsMenu )
{
if(screen == 3)
glColor3f(1.0,0.0,0.0);
else
glColor3f(1.0,1.0,0.0);
printResumeGame();
if(screen == 2)
glColor3f(1.0,0.0,0.0);
else
glColor3f(1.0,1.0,0.0);
printNewGame();
if(screen == 1)
glColor3f(1.0,0.0,0.0);
else
glColor3f(1.0,1.0,0.0);
printOptions();
if(screen == 0)
glColor3f(1.0,0.0,0.0);
else
glColor3f(1.0,1.0,0.0);
printQuit();
}
else
{
glColor3f(1.0,1.0,0.0);
printOptionsinOptions();
if( screen == 0 )
glColor3f(1.0,0.0,0.0);
else
glColor3f(1.0,1.0,0.0);
printBackinOptions();
if( screen == 1 )
glColor3f(1.0,0.0,0.0);
else
glColor3f(1.0,1.0,0.0);
printQuality();
if( screen == 2 )
glColor3f(1.0,0.0,0.0);
else
glColor3f(1.0,1.0,0.0);
printDifficulty();
}
glPopMatrix();

glPushMatrix();
glScalef(0.2,0.2,0.2);
glColor3f(1.0,1.0,1.0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 6);
glRasterPos3f(3,-4.5,-5);
glDrawPixels(bitmapInfoHeader.biWidth, bitmapInfoHeader.biHeight, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);
glPopMatrix();
}

return TRUE; // Everything 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
}
}

/* This Code Creates the 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_APPLICATION); // 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
}
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
}

case WM_LBUTTONDOWN:
{
if(!inMenu)
{
glPushMatrix();
glTranslatef(player1->getX(), player1->getY(), player1->getZ() );
whichBullet++;
b[whichBullet].init(player1->getX(),player1->getY(),player1->getZ(), cos(view_angle)*cos(sight)*1000, sin(sight)*1000, sin(view_angle)*cos(sight)*1000, 1000);
if( whichBullet == maxBullets-1)
whichBullet = 0;

glPopMatrix();
}
else
{
if( !inOptionsMenu )
{
if(screen == 0)
PostQuitMessage(0);
else if (screen == 1)
{
inOptionsMenu = true;
}
else if (screen == 2)
{
inMenu = false;
zom.init(10,0,-50,200);
player1->addX( (-1)*player1->getX() );
player1->addY( (-1)*player1->getY() + 3 );
player1->addZ( (-1)*player1->getZ() );
view_angle = PI*1.5;
sight = 0;
player1->increaseHealth( 100 - player1->getHealth() );
ShowCursor(false);
}
else
{
inMenu = false;
ShowCursor(false);
}
}
else
{
if(screen == 0)
{
inOptionsMenu = false;
}
if(screen == 1)
{
if( strcmp(Quality, "Low") == 0 )
{
strcpy(Quality, "Medium");
}
else if( strcmp(Quality, "Medium") == 0 )
strcpy(Quality, "High");
else
strcpy(Quality, "Low");
}
if(screen == 2)
{
if( strcmp(difficulty, "Easy") == 0 )
{
strcpy(difficulty, "Normal");
}
else if( strcmp(difficulty, "Normal") == 0 )
strcpy(difficulty, "Hard");
else
strcpy(difficulty, "Easy");
}
}
}
return 0;
}

case WM_MOUSEMOVE:
{
if( HIWORD(lParam) < 120 )
screen = 3;
else if ( HIWORD(lParam) < 240)
screen = 2;
else if ( HIWORD(lParam) < 360)
screen = 1;
else
screen = 0;
return 0;
}

case WM_RBUTTONDOWN:
{
zom.attackLongRange(*player1);
return 0;
}
}

// 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;

Gun = new MilkshapeModel();
Zombie2 = new MilkshapeModel();
Sky = new MilkshapeModel();
Land = new MilkshapeModel(); // 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("Mitchen Games Production",640,480,32,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
runKeyboardInput();
}
}
else // If There Are No Messages
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if (active) // Program Active?
{
if (keys[VK_ESCAPE]) // Was ESC Pressed?
{
// ESC Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
DrawGLScene(); // Draw The Scene
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
}
}

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("Mitchen Games Production",640,480,32,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}

// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}

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If you don't want to release the source, you could try posting a demo with executable. A lot of people here have Radeons (me excluded), you could be able to find out if that is indeed the problem.

BTW, congratulations on actually completing a project! That's something I've never gotten around to doing my whole life [rolleyes].

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i think that the problem is Radeon. really!
i have (had) this same kind of problem with my game. it's great time to finally check it if so many people here have radeons. please, look at http://www.icewar.leszno.org. the site is in polish but don't worry - menu on the top is in english ;) and the whole game is in english. the game weights about 25mb sa stay patient :)

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