Terrain Editor

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24 comments, last by Lord_Evil 16 years, 10 months ago
The project was a console application, so linking error is solved now.

I wondered how you set position and direction with glTranslatef() and glRotatef().
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Using Translatef and rotatef can really be bad in case of terrain visualizing. As you know there are limits in which your gl scene can be viewed. I mean you cant draw a vertex with cordinates for example [0,101](depending on your perspective) if you translate with translatef you can get that. Suppose your terrain is 60.0f in length you start walking and suddenly your terrain just dissapears in the blackness (or in the skybox if you have one). I would advise you to use gluLookAt or make your own function. Look in google for camera tutorials. You`ll probbably need some 3D math also.

[Edited by - nPenAPaT on May 13, 2007 3:33:01 PM]
I'm just testing to draw a line grid. And I can't get this to visualate:
glColor3f(0.0f,1.0f,0.0f);glBegin(GL_LINE_STRIP);	glVertex2i(50,50);	glVertex2i(40,40);	glVertex2i(50,40);	glVertex2i(50,50);	glVertex2i(40,40);	glVertex2i(50,40);glEnd();


The Whole code:
#include <windows.h>		// Header File For Windows#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 Library#pragma comment(lib, "opengl32.lib")#pragma comment(lib, "glu32.lib")//#pragma comment(lib, "glut32.lib")#pragma comment(lib, "glaux.lib")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];			// 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 Default/*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 Texture Mapping Tutorial",640,480,16,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 (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 Texture Mapping Tutorial",640,480,16,fullscreen))				{					return 0;						// Quit If Window Was Not Created				}			}		}	}	// Shutdown	KillGLWindow();									// Kill The Window	return (msg.wParam);							// Exit The Program}*/GLfloat WU = 10.0f;GLuint nxGridUnits;GLuint nyGridUnits;GLuint nxGridLines;GLuint nyGridLines;GLuint nGridPoints;GLfloat *heightMap;GLfloat xMapLength;GLfloat yMapLength;GLfloat xMapOrigin;GLfloat yMapOrigin;GLvoid InitNewTerrain(GLuint xUnits, GLuint yUnits){	nxGridUnits = xUnits;	nyGridUnits = yUnits;	nxGridLines = nxGridUnits + 1;	nyGridLines = nyGridUnits + 1;	nGridPoints = nxGridLines * nyGridLines;		heightMap = new GLfloat[nGridPoints];		for (GLuint i = 0; i < nGridPoints; i++)		heightMap = 0.0f;	xMapLength = nxGridUnits * WU;	yMapLength = nyGridUnits * WU;	xMapOrigin = xMapLength / 2; // >> 1; /* / 2; */	yMapOrigin = yMapLength / 2; // >> 1; /* / 2; */}GLvoid FreeTerrain(){	delete [] heightMap;}GLuint	texture[1];			// Storage For One Texture ( NEW )LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProcAUX_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}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("Data/NeHe.bmp"))	if (TextureImage[0]=LoadBMP("../Texture.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}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{	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 )	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading	glClearColor(0.0f, 0.0f, 0.0f, 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	return TRUE;										// Initialization Went OK}GLfloat viewPos[3];GLfloat viewDir[3];int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing{	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear The Screen And The Depth Buffer	glMatrixMode(GL_MODELVIEW);	glLoadIdentity();									// Reset The View//	glTranslatef(viewPos[0],viewPos[1],viewPos[2]);	GLfloat x = -xMapOrigin;	GLfloat y = -yMapOrigin;//	glBindTexture(GL_TEXTURE_2D, texture[0]);/*	glBegin(GL_TRIANGLE_STRIP);		glTexCoord2f(0.0f,0.0f);		glVertex3f(x,y,heightMap[0]);		glTexCoord2f(WU,0.0f);		glVertex3f(x+=WU,0.0f,heightMap[1]);		glTexCoord2f(0.0f,WU);		glVertex3f(0.0f,y+=WU,heightMap[2]);		glTexCoord2f(WU,WU);		glVertex3f(0.0f,y+=WU,heightMap[2]);	glEnd();*/	glColor3f(0.0f,1.0f,0.0f);	glBegin(GL_LINE_STRIP);		glVertex2i(50,50);		glVertex2i(40,40);		glVertex2i(50,40);		glVertex2i(50,50);		glVertex2i(40,40);		glVertex2i(50,40);	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:							// 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 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 Texture Mapping Tutorial",640,480,16,fullscreen))	{		return 0;									// Quit If Window Was Not Created	}	InitNewTerrain(9,9);	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 (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 Texture Mapping Tutorial",640,480,16,fullscreen))				{					return 0;						// Quit If Window Was Not Created				}			}		}	}	FreeTerrain();	// Shutdown	KillGLWindow();									// Kill The Window	return (msg.wParam);							// Exit The Program}


Why doesn't this show?
Help.
I want to get on with this, so can anyone help.
At a guess, because you don't have a Z component in your glVertex* lines. The grid is probably behind your near plane.

Are you sure you really want to be tackling something as advanced as a terrain editor at your current competence level? No offence, but some of your questions seem to indicate you're rather new to the world of 3D rendering, and a terrain editor is a big project.
So I guess gluLookAt() is the most common way to to set the view for terrain.
Does it setup the projection and modelview matrix right. Confirm that.

Quote:Original post by PlayerX
At a guess, because you don't have a Z component in your glVertex* lines. The grid is probably behind your near plane.

How do I solve that?
I guess I call gluFrustum().
I have NEVER programmed anything with OpenGL but I have some experience with D3D and general graphics programming then I'll try to help.

About gluLookAt(): this function just sets the view matrix. To set the projection you may use gluPerspective(), but this one sets a perspective projection. Set a small value for the nearplane(this is not recomended because of depth fighting issues) like 0.1 to do some tests. Hope this helps in anyway.

.
Ok, let's try to clarify that problem.

First, like PlayerX said, you didn't set a z-component. Besides the fact that in standard OpenGL the y-coordinate represents the height, a missing z-component is likely to be interpreted as z=0.

Second, you didn't set a camera matrix which represents the transformation of the world relative to the camera. gluLookAt would do that. Just remember that the camera matrix is part of the modelview matrix and usually is woven into the modelview matrix at the beginning of each frame. Without setting a camera matrix, the camera is placed at 0/0/0.

Finally we now have the following setup:
- Vertices of your "terrain" with z=0.
- A camera that is placed at 0/0/0 thus lying in the "terrain" plane.

This will cause every vertex of your "terrain" to be culled away since its projected z-value will be 0 which is lower that the "near" value (distance of the near clipping plane). Setting near to 0, however, is NOT ADIVISABLE, since the creation of the projection matrix involves divisions by near (which then would be divisions by 0!). Setting near to a almost 0 value also ISN'T ADIVISABLE due to the depth precision issues that xissburg mentioned.

I hope that makes it clearer now.
If I was helpful, feel free to rate me up ;)If I wasn't and you feel to rate me down, please let me know why!
Quote:Original post by Lord_Evil
Ok, let's try to clarify that problem.

First, like PlayerX said, you didn't set a z-component. Besides the fact that in standard OpenGL the y-coordinate represents the height, a missing z-component is likely to be interpreted as z=0.

Second, you didn't set a camera matrix which represents the transformation of the world relative to the camera. gluLookAt would do that. Just remember that the camera matrix is part of the modelview matrix and usually is woven into the modelview matrix at the beginning of each frame. Without setting a camera matrix, the camera is placed at 0/0/0.

Finally we now have the following setup:
- Vertices of your "terrain" with z=0.
- A camera that is placed at 0/0/0 thus lying in the "terrain" plane.

This will cause every vertex of your "terrain" to be culled away since its projected z-value will be 0 which is lower that the "near" value (distance of the near clipping plane). Setting near to 0, however, is NOT ADIVISABLE, since the creation of the projection matrix involves divisions by near (which then would be divisions by 0!). Setting near to a almost 0 value also ISN'T ADIVISABLE due to the depth precision issues that xissburg mentioned.

I hope that makes it clearer now.

Thanks for the info! :-) rate+
What should I change to make it work?
Use glVertex3i() instead and set it's z coord to 1? I've done that but still it doesn't show.

Here's the new code:
#include <windows.h>		// Header File For Windows#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 Library#pragma comment(lib, "opengl32.lib")#pragma comment(lib, "glu32.lib")//#pragma comment(lib, "glut32.lib")#pragma comment(lib, "glaux.lib")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];			// 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 Default/*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 Texture Mapping Tutorial",640,480,16,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 (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 Texture Mapping Tutorial",640,480,16,fullscreen))				{					return 0;						// Quit If Window Was Not Created				}			}		}	}	// Shutdown	KillGLWindow();									// Kill The Window	return (msg.wParam);							// Exit The Program}*/GLfloat WU = 10.0f;GLuint nxGridUnits;GLuint nyGridUnits;GLuint nxGridLines;GLuint nyGridLines;GLuint nGridPoints;GLfloat *heightMap;GLfloat xMapLength;GLfloat yMapLength;GLfloat xMapOrigin;GLfloat yMapOrigin;GLvoid InitNewTerrain(GLuint xUnits, GLuint yUnits){	nxGridUnits = xUnits;	nyGridUnits = yUnits;	nxGridLines = nxGridUnits + 1;	nyGridLines = nyGridUnits + 1;	nGridPoints = nxGridLines * nyGridLines;		heightMap = new GLfloat[nGridPoints];		for (GLuint i = 0; i < nGridPoints; i++)		heightMap = 0.0f;	xMapLength = nxGridUnits * WU;	yMapLength = nyGridUnits * WU;	xMapOrigin = xMapLength / 2; // >> 1; /* / 2; */	yMapOrigin = yMapLength / 2; // >> 1; /* / 2; */}GLvoid FreeTerrain(){	delete [] heightMap;}GLuint	texture[1];			// Storage For One Texture ( NEW )LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProcAUX_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}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("Data/NeHe.bmp"))	if (TextureImage[0]=LoadBMP("../Texture.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}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{	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 )	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading	glClearColor(0.0f, 0.0f, 0.0f, 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	return TRUE;										// Initialization Went OK}GLfloat viewPos[3];GLfloat viewDir[3];int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing{	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear The Screen And The Depth Buffer	glMatrixMode(GL_MODELVIEW);	glLoadIdentity();									// Reset The View//	glTranslatef(viewPos[0],viewPos[1],viewPos[2]);	GLfloat x = -xMapOrigin;	GLfloat y = -yMapOrigin;//	glBindTexture(GL_TEXTURE_2D, texture[0]);/*	glBegin(GL_TRIANGLE_STRIP);		glTexCoord2f(0.0f,0.0f);		glVertex3f(x,y,heightMap[0]);		glTexCoord2f(WU,0.0f);		glVertex3f(x+=WU,0.0f,heightMap[1]);		glTexCoord2f(0.0f,WU);		glVertex3f(0.0f,y+=WU,heightMap[2]);		glTexCoord2f(WU,WU);		glVertex3f(0.0f,y+=WU,heightMap[2]);	glEnd();*/	glColor3f(0.0f,1.0f,0.0f);	glBegin(GL_LINE_STRIP);		glVertex3i(50,50,1);		glVertex3i(40,40,1);		glVertex3i(50,40,1);		glVertex3i(50,50,1);		glVertex3i(40,40,1);		glVertex3i(50,40,1);	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:							// 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 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 Texture Mapping Tutorial",640,480,16,fullscreen))	{		return 0;									// Quit If Window Was Not Created	}	InitNewTerrain(9,9);	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 (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 Texture Mapping Tutorial",640,480,16,fullscreen))				{					return 0;						// Quit If Window Was Not Created				}			}		}	}	FreeTerrain();	// Shutdown	KillGLWindow();									// Kill The Window	return (msg.wParam);							// Exit The Program}

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