why different color?

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6 comments, last by lc_overlord 17 years, 8 months ago
i run the progame of lesson 2, in the full screen mode,i saw the blue polygon but in window mode,i saw the white one why?
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I don't know, it shouldn't, but the thing is that the draw color is not set, it should default to white, but this is not always so.
One should always set the color before drawing using glColor4f(1,1,1,1); (or whatever you like).
More on this in lesson 3.

This could also be because of a strange driver bug i have seen in programs like maya and such, so update your drivers.
yeah, I noticed that too.

and on lesson3, when I run the fullscreen mode, the red colors don't appear
O_o
that souldn't happen, check your PIXELFORMATDESCRIPTOR, it should look something like this
static	PIXELFORMATDESCRIPTOR pfd=	{		sizeof(PIXELFORMATDESCRIPTOR),		1,		PFD_DRAW_TO_WINDOW |		PFD_SUPPORT_OPENGL |		PFD_DOUBLEBUFFER,		PFD_TYPE_RGBA,			32,		0, 0, 0, 0, 0, 0,		0,		0,		0,		0, 0, 0, 0,		24,		0,		0,		PFD_MAIN_PLANE,			0,		0, 0, 0		};

You can also check if your desktop bitdepth is set to anything other than 24 or 32bit(truecolor)
Edit: it sould be set to 24 or 32 bit if you misunderstood the above part.

[Edited by - lc_overlord on July 22, 2006 9:01:58 AM]
my desktop bitdeph was in 32bit (truecolor)
i changed it to 16 and works fine now, tks :)
Quote:Original post by moinho_vlt
my desktop bitdeph was in 32bit (truecolor)
i changed it to 16 and works fine now, tks :)


That shouldn't be, what system are you using (system ,os, GFXcard, GFXdriver)?

now,i am in lesson 6,

AT THE LINE 174, i added some code to NEHE's programe,just a simple short code,but when i run it ,i found that is the green & blue pyramid,but in my code,i write a RED GREEN BLUE one,why lost it?

what's more,some time i run the progranme under the VC ,it is running without the red color,en,that is it,But,when i run the *.exe of this code,the system tell me "cant initialization"

Who can help me?

my code,which were added into Lesson 6,is below
// colorful pyramid
glBegin(GL_TRIANGLES); // back face
glColor3f( 1.0f, 0.0f, 0.0f);
glVertex3f( 0.0f, 1.0f, 0.0f);

glColor3f( 0.0f, 1.0f, 0.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);

glColor3f( 0.0f, 0.0f, 1.0f);
glVertex3f( 1.0f,-1.0f,-1.0f);
glEnd();

glBegin(GL_TRIANGLES); // front face
glColor3f( 1.0f, 0.0f, 0.0f);
glVertex3f( 0.0f, 1.0f, 0.0f);

glColor3f( 0.0f, 0.0f, 1.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);

glColor3f( 0.0f, 1.0f, 0.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glEnd();

glBegin(GL_TRIANGLES); // left face
glColor3f( 1.0f, 0.0f, 0.0f);
glVertex3f( 0.0f, 1.0f, 0.0f);

glColor3f( 0.0f, 1.0f, 0.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);

glColor3f( 0.0f, 0.0f, 1.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glEnd();

glBegin(GL_TRIANGLES); // right face
glColor3f( 1.0f, 0.0f, 0.0f);
glVertex3f( 0.0f, 1.0f, 0.0f);

glColor3f( 0.0f, 1.0f, 0.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);

glColor3f( 0.0f, 0.0f, 1.0f);
glVertex3f( 1.0f,-1.0f,-1.0f);
glEnd();
Try adding the line glDisable(GL_TEXTURE_2D); just before the code you inserted

and then add glEnable(GL_TEXTURE_2D); just after glBindTexture(GL_TEXTURE_2D, texture[0]); in DrawGLScene(GLvoid).

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