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Stormrider83

Lesson 31 Using a Milkshape Model

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Hi, I am having problems with Lesson 31, Loading a Milkshape Model. I downloaded the code off of the site and converted it to Visual Studio 2005. I built the code and came up with my first error: cannot open file fstream.h after some searching on the net I change it too: #include <fstream> using namespace std; This then brings the following errors: 1>------ Build started: Project: Lesson31, Configuration: Debug Win32 ------ 1>Compiling... 1>MilkshapeModel.cpp 1>c:\documents and settings\presentation\desktop\lesson31\milkshapemodel.cpp(118) : error C2039: 'nocreate' : is not a member of 'std::basic_ios<_Elem,_Traits>' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1>c:\documents and settings\presentation\desktop\lesson31\milkshapemodel.cpp(118) : error C2065: 'nocreate' : undeclared identifier 1>c:\documents and settings\presentation\desktop\lesson31\milkshapemodel.cpp(127) : error C2664: 'std::basic_istream<_Elem,_Traits>::read' : cannot convert parameter 1 from 'byte *' to 'char *' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast 1>Build log was saved at "file://c:\Documents and Settings\Presentation\Desktop\lesson31\Debug\BuildLog.htm" 1>Lesson31 - 3 error(s), 0 warning(s) ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== Any ideas or suggestions? Thanks!

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The nocreate flag is non-portable and is apparently not available in VS 2005, so you should remove it. If you really really want to use it, read this.

Also, can you post the line that gives you the error about the unrelated pointer types?

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Thanks for the reply! I removed the part suggested and have now got this:

1>------ Build started: Project: Lesson31, Configuration: Debug Win32 ------
1>Compiling...
1>MilkshapeModel.cpp
1>c:\documents and settings\presentation\desktop\lesson31\milkshapemodel.cpp(127) : error C2664: 'std::basic_istream<_Elem,_Traits>::read' : cannot convert parameter 1 from 'byte *' to 'char *'
1> with
1> [
1> _Elem=char,
1> _Traits=std::char_traits<char>
1> ]
1> Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
1>Build log was saved at "file://c:\Documents and Settings\Presentation\Desktop\lesson31\Debug\BuildLog.htm"
1>Lesson31 - 1 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

So getting there! The entire code for milkshapemodel.cpp is:



/*
MilkshapeModel.cpp

Loads and renders a Milkshape3D model.

Author: Brett Porter
Email: brettporter@yahoo.com
Website: http://www.geocities.com/brettporter/
Copyright (C)2000, Brett Porter. All Rights Reserved.

This file may be used only as long as this copyright notice remains intact.
*/


#include &lt;windows.h&gt; // Header File For Windows
#include &lt;gl\gl.h&gt; // Header File For The OpenGL32 Library

#include "MilkshapeModel.h"

#include &lt;fstream&gt;
using namespace std;

MilkshapeModel::MilkshapeModel()
{
}

MilkshapeModel::~MilkshapeModel()
{
}

/*
MS3D STRUCTURES
*/


// byte-align structures
#ifdef _MSC_VER
# pragma pack( push, packing )
# pragma pack( 1 )
# define PACK_STRUCT
#elif defined( __GNUC__ )
# define PACK_STRUCT __attribute__((packed))
#else
# error you must byte-align these structures with the appropriate compiler directives
#endif

typedef unsigned char byte;
typedef unsigned short word;

// File header
struct MS3DHeader
{
char m_ID[10];
int m_version;
} PACK_STRUCT;

// Vertex information
struct MS3DVertex
{
byte m_flags;
float m_vertex[3];
char m_boneID;
byte m_refCount;
} PACK_STRUCT;

// Triangle information
struct MS3DTriangle
{
word m_flags;
word m_vertexIndices[3];
float m_vertexNormals[3][3];
float m_s[3], m_t[3];
byte m_smoothingGroup;
byte m_groupIndex;
} PACK_STRUCT;

// Material information
struct MS3DMaterial
{
char m_name[32];
float m_ambient[4];
float m_diffuse[4];
float m_specular[4];
float m_emissive[4];
float m_shininess; // 0.0f - 128.0f
float m_transparency; // 0.0f - 1.0f
byte m_mode; // 0, 1, 2 is unused now
char m_texture[128];
char m_alphamap[128];
} PACK_STRUCT;

// Joint information
struct MS3DJoint
{
byte m_flags;
char m_name[32];
char m_parentName[32];
float m_rotation[3];
float m_translation[3];
word m_numRotationKeyframes;
word m_numTranslationKeyframes;
} PACK_STRUCT;

// Keyframe data
struct MS3DKeyframe
{
float m_time;
float m_parameter[3];
} PACK_STRUCT;

// Default alignment
#ifdef _MSC_VER
# pragma pack( pop, packing )
#endif

#undef PACK_STRUCT

bool MilkshapeModel::loadModelData( const char *filename )
{
ifstream inputFile( filename, ios::in | ios::binary);
if ( inputFile.fail())
return false; // "Couldn't open the model file."

inputFile.seekg( 0, ios::end );
long fileSize = inputFile.tellg();
inputFile.seekg( 0, ios::beg );

byte *pBuffer = new byte[fileSize];
inputFile.read( pBuffer, fileSize );
inputFile.close();

const byte *pPtr = pBuffer;
MS3DHeader *pHeader = ( MS3DHeader* )pPtr;
pPtr += sizeof( MS3DHeader );

if ( strncmp( pHeader-&gt;m_ID, "MS3D000000", 10 ) != 0 )
return false; // "Not a valid Milkshape3D model file."

if ( pHeader-&gt;m_version &lt; 3 || pHeader-&gt;m_version &gt; 4 )
return false; // "Unhandled file version. Only Milkshape3D Version 1.3 and 1.4 is supported." );

int nVertices = *( word* )pPtr;
m_numVertices = nVertices;
m_pVertices = new Vertex[nVertices];
pPtr += sizeof( word );

int i;
for ( i = 0; i &lt; nVertices; i++ )
{
MS3DVertex *pVertex = ( MS3DVertex* )pPtr;
m_pVertices[i].m_boneID = pVertex-&gt;m_boneID;
memcpy( m_pVertices[i].m_location, pVertex-&gt;m_vertex, sizeof( float )*3 );
pPtr += sizeof( MS3DVertex );
}

int nTriangles = *( word* )pPtr;
m_numTriangles = nTriangles;
m_pTriangles = new Triangle[nTriangles];
pPtr += sizeof( word );

for ( i = 0; i &lt; nTriangles; i++ )
{
MS3DTriangle *pTriangle = ( MS3DTriangle* )pPtr;
int vertexIndices[3] = { pTriangle-&gt;m_vertexIndices[0], pTriangle-&gt;m_vertexIndices[1], pTriangle-&gt;m_vertexIndices[2] };
float t[3] = { 1.0f-pTriangle-&gt;m_t[0], 1.0f-pTriangle-&gt;m_t[1], 1.0f-pTriangle-&gt;m_t[2] };
memcpy( m_pTriangles[i].m_vertexNormals, pTriangle-&gt;m_vertexNormals, sizeof( float )*3*3 );
memcpy( m_pTriangles[i].m_s, pTriangle-&gt;m_s, sizeof( float )*3 );
memcpy( m_pTriangles[i].m_t, t, sizeof( float )*3 );
memcpy( m_pTriangles[i].m_vertexIndices, vertexIndices, sizeof( int )*3 );
pPtr += sizeof( MS3DTriangle );
}

int nGroups = *( word* )pPtr;
m_numMeshes = nGroups;
m_pMeshes = new Mesh[nGroups];
pPtr += sizeof( word );
for ( i = 0; i &lt; nGroups; i++ )
{
pPtr += sizeof( byte ); // flags
pPtr += 32; // name

word nTriangles = *( word* )pPtr;
pPtr += sizeof( word );
int *pTriangleIndices = new int[nTriangles];
for ( int j = 0; j &lt; nTriangles; j++ )
{
pTriangleIndices[j] = *( word* )pPtr;
pPtr += sizeof( word );
}

char materialIndex = *( char* )pPtr;
pPtr += sizeof( char );

m_pMeshes[i].m_materialIndex = materialIndex;
m_pMeshes[i].m_numTriangles = nTriangles;
m_pMeshes[i].m_pTriangleIndices = pTriangleIndices;
}

int nMaterials = *( word* )pPtr;
m_numMaterials = nMaterials;
m_pMaterials = new Material[nMaterials];
pPtr += sizeof( word );
for ( i = 0; i &lt; nMaterials; i++ )
{
MS3DMaterial *pMaterial = ( MS3DMaterial* )pPtr;
memcpy( m_pMaterials[i].m_ambient, pMaterial-&gt;m_ambient, sizeof( float )*4 );
memcpy( m_pMaterials[i].m_diffuse, pMaterial-&gt;m_diffuse, sizeof( float )*4 );
memcpy( m_pMaterials[i].m_specular, pMaterial-&gt;m_specular, sizeof( float )*4 );
memcpy( m_pMaterials[i].m_emissive, pMaterial-&gt;m_emissive, sizeof( float )*4 );
m_pMaterials[i].m_shininess = pMaterial-&gt;m_shininess;
m_pMaterials[i].m_pTextureFilename = new char[strlen( pMaterial-&gt;m_texture )+1];
strcpy( m_pMaterials[i].m_pTextureFilename, pMaterial-&gt;m_texture );
pPtr += sizeof( MS3DMaterial );
}

reloadTextures();

delete[] pBuffer;

return true;
}



I believe the line is question is:

inputFile.read( pBuffer, fileSize );

[Edited by - Stormrider83 on April 24, 2008 5:24:40 AM]

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Having another minor problem with it and Im not sure if this is the right forum but I can ask!

Lesson 31 complies and works fine but displays my milkshape model in pure white ie without textures or lighting applied!

I am not sure if this is a problem with my code or the model itself.

In Milkshape the model appears textured and looks fine its just viewing using lesson 31 it doesnt.

Any ideas on how to proceed? Is it because I am using the latest version of milkshape?

Thanks!

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OK I have added lighting but to little effect. Model is still pure white. Here is my base code:



/*
* This Code Was Created By Brett Porter For NeHe Productions 2000
* Visit NeHe Productions At http://nehe.gamedev.net
*
* Visit Brett Porter's Web Page at
* http://www.geocities.com/brettporter/programming
* Conversion to Visual Studio.NET done by GRANT JAMES(ZEUS)
*/


#include &lt;windows.h&gt; // Header File For Windows
#include &lt;stdio.h&gt; // Header File For Standard Input/Output
#include &lt;gl\gl.h&gt; // Header File For The OpenGL32 Library
#include &lt;gl\glu.h&gt; // Header File For The GLu32 Library
#include &lt;gl\glaux.h&gt; // Header File For The Glaux Library

#include "MilkshapeModel.h" // Header File For Milkshape File

#pragma comment( lib, "opengl32.lib" ) // Search For OpenGL32.lib While Linking ( NEW )
#pragma comment( lib, "glu32.lib" ) // Search For GLu32.lib While Linking ( NEW )
#pragma comment( lib, "glaux.lib" ) // Search For GLaux.lib While Linking ( NEW )

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

Model *pModel = NULL; // Holds The Model Data

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

GLfloat yrot=0.0f; // Y Rotation

GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f };

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

AUX_RGBImageRec *LoadBMP(const 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
}

GLuint LoadGLTexture( const char *filename ) // Load Bitmaps And Convert To Textures
{
AUX_RGBImageRec *pImage; // Create Storage Space For The Texture
GLuint texture = 0; // Texture ID

pImage = LoadBMP( filename ); // Loads The Bitmap Specified By filename

// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if ( pImage != NULL && pImage-&gt;data != NULL ) // If Texture Image Exists
{
glGenTextures(1, &texture); // Create The Texture

// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, 3, pImage-&gt;sizeX, pImage-&gt;sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, pImage-&gt;data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

free(pImage-&gt;data); // Free The Texture Image Memory
free(pImage); // Free The Image Structure
}

return texture; // 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,1.0f,1000.0f); // View Depth of 1000

glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
pModel-&gt;reloadTextures(); // Loads Model Textures

glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
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

glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // Setup The Ambient Light
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); // Setup The Diffuse Light
glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); // Position The Light
glEnable(GL_LIGHT1); // Enable Light One

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); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The Modelview Matrix
gluLookAt( 75, 75, 75, 0, 0, 0, 0, 1, 0 ); // (3) Eye Postion (3) Center Point (3) Y-Axis Up Vector

pModel-&gt;draw(); // Draw The Model

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

pModel = new MilkshapeModel(); // Memory To Hold The Model
if ( pModel-&gt;loadModelData( "data/model.ms3d" ) == false ) // Loads The Model And Checks For Errors
{
MessageBox( NULL, "Couldn't load the model data\\model.ms3d", "Error", MB_OK | MB_ICONERROR );
return 0; // If Model Didn't Load Quit
}

// 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("Brett Porter & NeHe's Model Rendering 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("Brett Porter & NeHe's Model Rendering Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}

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


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Model Class

/*
Model.cpp

Abstract base class for a model. The specific extended class will render the given model.

Author: Brett Porter
Email: brettporter@yahoo.com
Website: http://www.geocities.com/brettporter/
Copyright (C)2000, Brett Porter. All Rights Reserved.

This file may be used only as long as this copyright notice remains intact.
*/


#include <windows.h> // Header File For Windows
#include <gl\gl.h> // Header File For The OpenGL32 Library

#include "Model.h"
#include "Lesson31.h"

Model::Model()
{
m_numMeshes = 0;
m_pMeshes = NULL;
m_numMaterials = 0;
m_pMaterials = NULL;
m_numTriangles = 0;
m_pTriangles = NULL;
m_numVertices = 0;
m_pVertices = NULL;
}

Model::~Model()
{
int i;
for ( i = 0; i < m_numMeshes; i++ )
delete[] m_pMeshes[i].m_pTriangleIndices;
for ( i = 0; i < m_numMaterials; i++ )
delete[] m_pMaterials[i].m_pTextureFilename;

m_numMeshes = 0;
if ( m_pMeshes != NULL )
{
delete[] m_pMeshes;
m_pMeshes = NULL;
}

m_numMaterials = 0;
if ( m_pMaterials != NULL )
{
delete[] m_pMaterials;
m_pMaterials = NULL;
}

m_numTriangles = 0;
if ( m_pTriangles != NULL )
{
delete[] m_pTriangles;
m_pTriangles = NULL;
}

m_numVertices = 0;
if ( m_pVertices != NULL )
{
delete[] m_pVertices;
m_pVertices = NULL;
}
}

void Model::draw()
{
GLboolean texEnabled = glIsEnabled( GL_TEXTURE_2D );

// Draw by group
for ( int i = 0; i < m_numMeshes; i++ )
{
int materialIndex = m_pMeshes[i].m_materialIndex;
if ( materialIndex >= 0 )
{
glMaterialfv( GL_FRONT, GL_AMBIENT, m_pMaterials[materialIndex].m_ambient );
glMaterialfv( GL_FRONT, GL_DIFFUSE, m_pMaterials[materialIndex].m_diffuse );
glMaterialfv( GL_FRONT, GL_SPECULAR, m_pMaterials[materialIndex].m_specular );
glMaterialfv( GL_FRONT, GL_EMISSION, m_pMaterials[materialIndex].m_emissive );
glMaterialf( GL_FRONT, GL_SHININESS, m_pMaterials[materialIndex].m_shininess );

if ( m_pMaterials[materialIndex].m_texture > 0 )
{
glBindTexture( GL_TEXTURE_2D, m_pMaterials[materialIndex].m_texture );
glEnable( GL_TEXTURE_2D );
}
else
glDisable( GL_TEXTURE_2D );
}
else
{
// Material properties?
glDisable( GL_TEXTURE_2D );
}

glBegin( GL_TRIANGLES );
{
for ( int j = 0; j < m_pMeshes[i].m_numTriangles; j++ )
{
int triangleIndex = m_pMeshes[i].m_pTriangleIndices[j];
const Triangle* pTri = &m_pTriangles[triangleIndex];

for ( int k = 0; k < 3; k++ )
{
int index = pTri->m_vertexIndices[k];

glNormal3fv( pTri->m_vertexNormals[k] );
glTexCoord2f( pTri->m_s[k], pTri->m_t[k] );
glVertex3fv( m_pVertices[index].m_location );
}
}
}
glEnd();
}

if ( texEnabled )
glEnable( GL_TEXTURE_2D );
else
glDisable( GL_TEXTURE_2D );
}

void Model::reloadTextures()
{
for ( int i = 0; i < m_numMaterials; i++ )
if ( strlen( m_pMaterials[i].m_pTextureFilename ) > 0 )
m_pMaterials[i].m_texture = LoadGLTexture( m_pMaterials[i].m_pTextureFilename );
else
m_pMaterials[i].m_texture = 0;
}



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You don't do any real error checking to see if a texture has been loaded successfully. If it hasn't, you just return 0 as the texture id (I don't know what OpenGL does with it, but either way it's not what you want).

In the loading function, if the loading failed you should display a message box that says so and exit the program.

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Gage thanks! I added the following code:


if ( texture == 0 ) // Loads The Model And Checks For Errors
{
MessageBox( NULL, "Couldn't load the texture", "Error", MB_OK | MB_ICONERROR );
return 0; // If Model Didn't Load Quit
}



And it drops out saying texture not loaded? However does is my code right?

I tried the default milkshape model (that came with lesson 31). The default model loads ok when the above catch is edited out it even displays a texture but only when using the lesson 31 code not using milkshape!

I assume then that texture is ALWAYS set to 0?


/*
* This Code Was Created By Brett Porter For NeHe Productions 2000
* Visit NeHe Productions At http://nehe.gamedev.net
*
* Visit Brett Porter's Web Page at
* http://www.geocities.com/brettporter/programming
* Conversion to Visual Studio.NET done by GRANT JAMES(ZEUS)
*/


#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

#include "MilkshapeModel.h" // Header File For Milkshape File

#pragma comment( lib, "opengl32.lib" ) // Search For OpenGL32.lib While Linking ( NEW )
#pragma comment( lib, "glu32.lib" ) // Search For GLu32.lib While Linking ( NEW )
#pragma comment( lib, "glaux.lib" ) // Search For GLaux.lib While Linking ( NEW )

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

Model *pModel = NULL; // Holds The Model Data

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

GLfloat yrot=0.0f; // Y Rotation

GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f };

GLuint texture = 0; // Texture ID

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

AUX_RGBImageRec *LoadBMP(const 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
}

GLuint LoadGLTexture( const char *filename ) // Load Bitmaps And Convert To Textures
{
AUX_RGBImageRec *pImage; // Create Storage Space For The Texture
//GLuint Texture Here

pImage = LoadBMP( filename ); // Loads The Bitmap Specified By filename

// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if ( pImage != NULL && pImage->data != NULL ) // If Texture Image Exists
{
glGenTextures(1, &texture); // Create The Texture

// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, 3, pImage->sizeX, pImage->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, pImage->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

free(pImage->data); // Free The Texture Image Memory
free(pImage); // Free The Image Structure
}

return texture; // 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,1.0f,1000.0f); // View Depth of 1000

glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
pModel->reloadTextures(); // Loads Model Textures

glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
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

glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // Setup The Ambient Light
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); // Setup The Diffuse Light
glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); // Position The Light
glEnable(GL_LIGHT1); // Enable Light One

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); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The Modelview Matrix
gluLookAt( 75, 75, 75, 0, 0, 0, 0, 1, 0 ); // (3) Eye Postion (3) Center Point (3) Y-Axis Up Vector

pModel->draw(); // Draw The Model

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

pModel = new MilkshapeModel(); // Memory To Hold The Model
if ( pModel->loadModelData( "data/model.ms3d" ) == false ) // Loads The Model And Checks For Errors
{
MessageBox( NULL, "Couldn't load the model data\\model.ms3d", "Error", MB_OK | MB_ICONERROR );
return 0; // If Model Didn't Load Quit
}

if ( texture == 0 ) // Loads The Model And Checks For Errors
{
MessageBox( NULL, "Couldn't load the texture", "Error", MB_OK | MB_ICONERROR );
return 0; // If Model Didn't Load Quit
}

// 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("Brett Porter & NeHe's Model Rendering 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("Brett Porter & NeHe's Model Rendering Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}

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

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Not sure what you mean, but it probably fails to load the texture because it can't find it, so you just have to make sure that the path is correct.

I think that the milkshape format uses absolute paths (i.e., "c:\MyDocs\MyTexture.bmp"). One way to make sure is to set a breakpoint in LoadGLTexture() and use the debugger to see what path is being passed to it.

You need to extract just the texture name and add the appropriate path. For example, if your textures are in "d:\My Textures", you have to turn the path to "d:\My Textures\MyTexture.bmp".

A while ago I wrote a function that extracts the file name from a path:

inline std::string extractFileName(const std::string &path) {
size_t count = path.length() - 2; // In case the last char is '\' or '/'
std::string::size_type pos = path.find_last_of("\\/", count);
if (pos == std::string::npos)
return "";

return path.substr(pos + 1);
}


Feel free to use it.

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I'm experiencing a similar problem involving texture loading with MilkShape. I'm using Dev-C++. I'm essentially using the exact code of lesson 31 right now. With the default model the textures work just fine. However, if I try substituting the filename of the model to my own model, it just comes up pure white. Interestingly, if I open my model in Milkshape, it shows the textures, but the default one does not. Help please!

-Numegil

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