MD2 loader does not display textures

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0 comments, last by erissian 15 years, 11 months ago
Hi everyone! I recently followed cone3d's tutorial for the md2 loader.. Everything works just fine except for the textures :(.. When I load the model it just turns out white and does not load the pcx file. Here is the PCX loader class
#include "WKEngine.h"


typedef struct _pcxHeader
{
  short id[2];
  short offset[2];
  short size[2];
} pcxHeader; 

int WKPCX::LoadPCX(char *filename)
{
  FILE *hTexFile = fopen( filename, "rb" );
  /* check the file open command */
  if( hTexFile != NULL )
  {
    int imgWidth, imgHeight, texFileLen, imgBufferPtr, i;
    pcxHeader *pcxPtr;
    unsigned char *imgBuffer, *texBuffer, *pcxBufferPtr, *paletteBuffer;

    /* find length of file */
    fseek( hTexFile, 0, SEEK_END );
    texFileLen = ftell( hTexFile );
    fseek( hTexFile, 0, SEEK_SET );

    /* read in file */
    texBuffer = (unsigned char *)malloc( texFileLen+1 );
    fread( texBuffer, sizeof( char ), texFileLen, hTexFile );

    /* get the image dimensions */
    pcxPtr = (pcxHeader *)texBuffer;
    imgWidth = pcxPtr->size[0] - pcxPtr->offset[0] + 1;
    imgHeight = pcxPtr->size[1] - pcxPtr->offset[1] + 1; 

	/* image starts at 128 from the beginning of the buffer */
    imgBuffer = (unsigned char *)malloc( imgWidth * imgHeight );
    imgBufferPtr = 0;
    pcxBufferPtr = &texBuffer[128];

    /* decode the pcx image */
    while( imgBufferPtr < (imgWidth * imgHeight) )
    {
      if( *pcxBufferPtr > 0xbf )
      {
        int repeat = *pcxBufferPtr++ & 0x3f;
        for( i=0; i<repeat; i++ )
        {
          imgBuffer[imgBufferPtr++] = *pcxBufferPtr;
        }
      } else {
        imgBuffer[imgBufferPtr++] = *pcxBufferPtr;
      }
      pcxBufferPtr++;
    }

    /* read in the image palette */
    paletteBuffer = (unsigned char *)malloc( 768 );
    for( i=0; i<768; i++ )
      paletteBuffer = texBuffer[ texFileLen-768+i ];

    width=imgWidth;
    height=imgHeight;

    /* now create the OpenGL texture */
    {
      int i, j;
      imageData = (unsigned char *)malloc( width * height * 3 );
      for (j = 0; j < imgHeight; j++)
      {
        for (i = 0; i < imgWidth; i++)
        {
          imageData[3*(j * width + i)+0]
            = paletteBuffer[ 3*imgBuffer[j*imgWidth+i]+0 ];
          imageData[3*(j * width + i)+1]
            = paletteBuffer[ 3*imgBuffer[j*imgWidth+i]+1 ];
          imageData[3*(j * width + i)+2]
            = paletteBuffer[ 3*imgBuffer[j*imgWidth+i]+2 ];
        }
      }
    }
    /* cleanup */
    free( paletteBuffer );
    free( imgBuffer );
    glGenTextures(1, &texID);
    glBindTexture(GL_TEXTURE_2D, texID);
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
    glTexImage2D(GL_TEXTURE_2D,0,3,width,height,0,GL_RGB,
    GL_UNSIGNED_BYTE,imageData);
    bpp=24; 

	} else {
    /* skip the texture setup functions */
    return 0;
  }

  return 1;
}

And here in the MD2 rendering code call the PCX loader:

/*******************************************************
                          cone3dmd2.cpp  -  description
                             -------------------
    copyright            : (C) 2000 by Marius Andra
    email                : cone3d@hotmail.com
    ICQ                  : 43999510
 
   The model loading part of this file was created by Naveed Ahmed
   his e-mail is Greatman@softhome.net. He also created the original code
   to display models and animation one frame at a time. That code was
   taken from his 3D engine (based on nehe tut 23) with his permission

   I modified it to make smooth animations and added the support for guns
   and made some more small improvements (e.g classes) ...

 *******************************************************/

/*******************************************************
*
 *   This program is free software; you can redistribute it and/or modify  *
 *   it under the terms of the GNU General Public License as published by  *
 *   the Free Software Foundation; either version 2 of the License, or     *
 *   (at your option) any later version.                                   *
*
 *******************************************************/

#include "WKEngine.h"

#define NUMVERTEXNORMALS 162

// Quake 2 normals are indexed. Use avertexnormals[normalindex][x/y/z] and
// you'll have you normals.

float avertexnormals[NUMVERTEXNORMALS][3] = {
{-0.525731f, 0.000000f, 0.850651f},
{-0.442863f, 0.238856f, 0.864188f},
{-0.295242f, 0.000000f, 0.955423f},
{-0.309017f, 0.500000f, 0.809017f},
{-0.162460f, 0.262866f, 0.951056f},
{0.000000f, 0.000000f, 1.000000f},
{0.000000f, 0.850651f, 0.525731f},
{-0.147621f, 0.716567f, 0.681718f},
{0.147621f, 0.716567f, 0.681718f},
{0.000000f, 0.525731f, 0.850651f},
{0.309017f, 0.500000f, 0.809017f},
{0.525731f, 0.000000f, 0.850651f},
{0.295242f, 0.000000f, 0.955423f},
{0.442863f, 0.238856f, 0.864188f},
{0.162460f, 0.262866f, 0.951056f},
{-0.681718f, 0.147621f, 0.716567f},
{-0.809017f, 0.309017f, 0.500000f},
{-0.587785f, 0.425325f, 0.688191f},
{-0.850651f, 0.525731f, 0.000000f},
{-0.864188f, 0.442863f, 0.238856f},
{-0.716567f, 0.681718f, 0.147621f},
{-0.688191f, 0.587785f, 0.425325f},
{-0.500000f, 0.809017f, 0.309017f},
{-0.238856f, 0.864188f, 0.442863f},
{-0.425325f, 0.688191f, 0.587785f},
{-0.716567f, 0.681718f, -0.147621f},
{-0.500000f, 0.809017f, -0.309017f},
{-0.525731f, 0.850651f, 0.000000f},
{0.000000f, 0.850651f, -0.525731f},
{-0.238856f, 0.864188f, -0.442863f},
{0.000000f, 0.955423f, -0.295242f},
{-0.262866f, 0.951056f, -0.162460f},
{0.000000f, 1.000000f, 0.000000f},
{0.000000f, 0.955423f, 0.295242f},
{-0.262866f, 0.951056f, 0.162460f},
{0.238856f, 0.864188f, 0.442863f},
{0.262866f, 0.951056f, 0.162460f},
{0.500000f, 0.809017f, 0.309017f},
{0.238856f, 0.864188f, -0.442863f},
{0.262866f, 0.951056f, -0.162460f},
{0.500000f, 0.809017f, -0.309017f},
{0.850651f, 0.525731f, 0.000000f},
{0.716567f, 0.681718f, 0.147621f},
{0.716567f, 0.681718f, -0.147621f},
{0.525731f, 0.850651f, 0.000000f},
{0.425325f, 0.688191f, 0.587785f},
{0.864188f, 0.442863f, 0.238856f},
{0.688191f, 0.587785f, 0.425325f},
{0.809017f, 0.309017f, 0.500000f},
{0.681718f, 0.147621f, 0.716567f},
{0.587785f, 0.425325f, 0.688191f},
{0.955423f, 0.295242f, 0.000000f},
{1.000000f, 0.000000f, 0.000000f},
{0.951056f, 0.162460f, 0.262866f},
{0.850651f, -0.525731f, 0.000000f},
{0.955423f, -0.295242f, 0.000000f},
{0.864188f, -0.442863f, 0.238856f},
{0.951056f, -0.162460f, 0.262866f},
{0.809017f, -0.309017f, 0.500000f},
{0.681718f, -0.147621f, 0.716567f},
{0.850651f, 0.000000f, 0.525731f},
{0.864188f, 0.442863f, -0.238856f},
{0.809017f, 0.309017f, -0.500000f},
{0.951056f, 0.162460f, -0.262866f},
{0.525731f, 0.000000f, -0.850651f},
{0.681718f, 0.147621f, -0.716567f},
{0.681718f, -0.147621f, -0.716567f},
{0.850651f, 0.000000f, -0.525731f},
{0.809017f, -0.309017f, -0.500000f},
{0.864188f, -0.442863f, -0.238856f},
{0.951056f, -0.162460f, -0.262866f},
{0.147621f, 0.716567f, -0.681718f},
{0.309017f, 0.500000f, -0.809017f},
{0.425325f, 0.688191f, -0.587785f},
{0.442863f, 0.238856f, -0.864188f},
{0.587785f, 0.425325f, -0.688191f},
{0.688191f, 0.587785f, -0.425325f},
{-0.147621f, 0.716567f, -0.681718f},
{-0.309017f, 0.500000f, -0.809017f},
{0.000000f, 0.525731f, -0.850651f},
{-0.525731f, 0.000000f, -0.850651f},
{-0.442863f, 0.238856f, -0.864188f},
{-0.295242f, 0.000000f, -0.955423f},
{-0.162460f, 0.262866f, -0.951056f},
{0.000000f, 0.000000f, -1.000000f},
{0.295242f, 0.000000f, -0.955423f},
{0.162460f, 0.262866f, -0.951056f},
{-0.442863f, -0.238856f, -0.864188f},
{-0.309017f, -0.500000f, -0.809017f},
{-0.162460f, -0.262866f, -0.951056f},
{0.000000f, -0.850651f, -0.525731f},
{-0.147621f, -0.716567f, -0.681718f},
{0.147621f, -0.716567f, -0.681718f},
{0.000000f, -0.525731f, -0.850651f},
{0.309017f, -0.500000f, -0.809017f},
{0.442863f, -0.238856f, -0.864188f},
{0.162460f, -0.262866f, -0.951056f},
{0.238856f, -0.864188f, -0.442863f},
{0.500000f, -0.809017f, -0.309017f},
{0.425325f, -0.688191f, -0.587785f},
{0.716567f, -0.681718f, -0.147621f},
{0.688191f, -0.587785f, -0.425325f},
{0.587785f, -0.425325f, -0.688191f},
{0.000000f, -0.955423f, -0.295242f},
{0.000000f, -1.000000f, 0.000000f},
{0.262866f, -0.951056f, -0.162460f},
{0.000000f, -0.850651f, 0.525731f},
{0.000000f, -0.955423f, 0.295242f},
{0.238856f, -0.864188f, 0.442863f},
{0.262866f, -0.951056f, 0.162460f},
{0.500000f, -0.809017f, 0.309017f},
{0.716567f, -0.681718f, 0.147621f},
{0.525731f, -0.850651f, 0.000000f},
{-0.238856f, -0.864188f, -0.442863f},
{-0.500000f, -0.809017f, -0.309017f},
{-0.262866f, -0.951056f, -0.162460f},
{-0.850651f, -0.525731f, 0.000000f},
{-0.716567f, -0.681718f, -0.147621f},
{-0.716567f, -0.681718f, 0.147621f},
{-0.525731f, -0.850651f, 0.000000f},
{-0.500000f, -0.809017f, 0.309017f},
{-0.238856f, -0.864188f, 0.442863f},
{-0.262866f, -0.951056f, 0.162460f},
{-0.864188f, -0.442863f, 0.238856f},
{-0.809017f, -0.309017f, 0.500000f},
{-0.688191f, -0.587785f, 0.425325f},
{-0.681718f, -0.147621f, 0.716567f},
{-0.442863f, -0.238856f, 0.864188f},
{-0.587785f, -0.425325f, 0.688191f},
{-0.309017f, -0.500000f, 0.809017f},
{-0.147621f, -0.716567f, 0.681718f},
{-0.425325f, -0.688191f, 0.587785f},
{-0.162460f, -0.262866f, 0.951056f},
{0.442863f, -0.238856f, 0.864188f},
{0.162460f, -0.262866f, 0.951056f},
{0.309017f, -0.500000f, 0.809017f},
{0.147621f, -0.716567f, 0.681718f},
{0.000000f, -0.525731f, 0.850651f},
{0.425325f, -0.688191f, 0.587785f},
{0.587785f, -0.425325f, 0.688191f},
{0.688191f, -0.587785f, 0.425325f},
{-0.955423f, 0.295242f, 0.000000f},
{-0.951056f, 0.162460f, 0.262866f},
{-1.000000f, 0.000000f, 0.000000f},
{-0.850651f, 0.000000f, 0.525731f},
{-0.955423f, -0.295242f, 0.000000f},
{-0.951056f, -0.162460f, 0.262866f},
{-0.864188f, 0.442863f, -0.238856f},
{-0.951056f, 0.162460f, -0.262866f},
{-0.809017f, 0.309017f, -0.500000f},
{-0.864188f, -0.442863f, -0.238856f},
{-0.951056f, -0.162460f, -0.262866f},
{-0.809017f, -0.309017f, -0.500000f},
{-0.681718f, 0.147621f, -0.716567f},
{-0.681718f, -0.147621f, -0.716567f},
{-0.850651f, 0.000000f, -0.525731f},
{-0.688191f, 0.587785f, -0.425325f},
{-0.587785f, 0.425325f, -0.688191f},
{-0.425325f, 0.688191f, -0.587785f},
{-0.425325f, -0.688191f, -0.587785f},
{-0.587785f, -0.425325f, -0.688191f},
{-0.688191f, -0.587785f, -0.425325f},
};

// Reset the time back to 0
int WKMD2::ResetTime()
{
  frametime=0;
  framestarttime=0;
  return 1;
}

// The main animation.
int WKMD2::Animate(float x, float y, float z,float time)
{
  glPushMatrix();

  // Calculate how much time has passed
  newtime = SDL_GetTicks();
  if(framestarttime==0) framestarttime=newtime;
  frametime=newtime-framestarttime;
  float tim=frametime/time;

  // and Display the model
  if(GetFrame()+1>model->IntroFrames[1])
  {
    Render(x,y,z,GetFrame(),model->IntroFrames[0],tim);
    if(isweapon)
      RenderWeapon(x,y,z,GetFrame(),model->IntroFrames[0],tim);
  } else {
    Render(x,y,z,GetFrame(),GetFrame()+1,tim);
    if(isweapon)
      RenderWeapon(x,y,z,GetFrame(),GetFrame()+1,tim);
  }

  // If the animation has reached it's end start at the beginning and return 2
  if((frametime/time)>=1)
  {
    framestarttime=newtime;
    SetFrame(GetFrame()+1);
    if(GetFrame() > model->IntroFrames[1])
      SetFrame(model->IntroFrames[0]);
    return 2;
  }

  // else return 1
  return 1;
}
 

// Animate from frame1 to frame2
int WKMD2::Animate2(float x, float y, float z,float frame1,
                                       float frame2,float time)
{
  glPushMatrix();
  newtime = SDL_GetTicks();
  frametime=newtime-framestarttime;
  Render(x,y,z,frame1,frame2,frametime/time);
  if(isweapon)
    RenderWeapon(x,y,z,frame1,frame2,frametime/time);

  if((frametime/time)>=1)
  {
    framestarttime=newtime;
    return 2;
  }
  return 1;
}

// Set the animation range
int WKMD2::Animation(int startframe, int stopframe)
{
  model->IntroFrames[0] = startframe;
  model->IntroFrames[1] = stopframe;
  return 1;
}

// Set the current frame
int WKMD2::SetFrame(int frame)
{
  model->CurrFrame = frame;
  return 1;
}

// Get the current frame
int WKMD2::GetFrame()
{
  return model->CurrFrame;
}

// Get the number of the last frame
int WKMD2::GetLastFrameNum()
{
  return model->numFrames-1;
}

// Render the current frame (no animation)
// (Useful when you have some still statues
//  in the wall that come to life.)
int WKMD2::RenderCurrentFrame(float x,float y,float z)
{
  Render(x,y,z,GetFrame(),GetFrame(),1);
  if(isweapon)
    RenderWeapon(x,y,z,GetFrame(),GetFrame(),1);

  return 1;
}

// Render the weapon
int WKMD2::RenderWeapon(float x, float y, float z, int curframe,
                                            int nextframe,float pol)
{
  float  x1, y1, z1, x2, y2, z2;
  float nx1,ny1,nz1,nx2,ny2,nz2;
  if(pol>1) pol=1;

  // Get the points to the current and the next frame.

  md2coord *pointListPtr;
  md2coord *pointListPtr2;
  pointListPtr = &weapon->pointList[ weapon->numPoints * curframe];
  pointListPtr2 = &weapon->pointList[ weapon->numPoints * nextframe];

  // Bind the texture and begin drawing triangles
  glBindTexture(GL_TEXTURE_2D, weapont.texID);
  glBegin(GL_TRIANGLES);

  for(int i=0; i<weapon->numTriangles; i++ )
  {
    glTexCoord2f(weapon->st[ weapon->triIndex.stIndex[0] ].s, weapon->st[ weapon->triIndex.stIndex[0] ].t);
    // Get the points into shorter-named variables.
    x1 = pointListPtr[ weapon->triIndex.meshIndex[0] ].pt[0];
    y1 = pointListPtr[ weapon->triIndex.meshIndex[0] ].pt[1];
    z1 = pointListPtr[ weapon->triIndex.meshIndex[0] ].pt[2];
    x2 = pointListPtr2[ weapon->triIndex.meshIndex[0] ].pt[0];
    y2 = pointListPtr2[ weapon->triIndex.meshIndex[0] ].pt[1];
    z2 = pointListPtr2[ weapon->triIndex.meshIndex[0] ].pt[2];
    nx1 = pointListPtr[ weapon->triIndex.meshIndex[0] ].ln[0];
    ny1 = pointListPtr[ weapon->triIndex.meshIndex[0] ].ln[1];
    nz1 = pointListPtr[ weapon->triIndex.meshIndex[0] ].ln[2];
    nx2 = pointListPtr2[ weapon->triIndex.meshIndex[0] ].ln[0];
    ny2 = pointListPtr2[ weapon->triIndex.meshIndex[0] ].ln[1];
    nz2 = pointListPtr2[ weapon->triIndex.meshIndex[0] ].ln[2];

    // Get a normal between the current frame and the next frame.
    // Same with the points.
    glNormal3f( x+nx1 + pol * (nx2 - nx1), y+ny1 + pol * (ny2 - ny1), z+nz1 + pol * (nz2 - nz1) );
    glVertex3f( x+x1 + pol * (x2 - x1), y+y1 + pol * (y2 - y1), z+z1 + pol * (z2 - z1) );
 

    glTexCoord2f( weapon->st[ weapon->triIndex.stIndex[1] ].s, weapon->st[ weapon->triIndex.stIndex[1] ].t );
    x1 = pointListPtr[ weapon->triIndex.meshIndex[1] ].pt[0];
    y1 = pointListPtr[ weapon->triIndex.meshIndex[1] ].pt[1];
    z1 = pointListPtr[ weapon->triIndex.meshIndex[1] ].pt[2];
    x2 = pointListPtr2[ weapon->triIndex.meshIndex[1] ].pt[0];
    y2 = pointListPtr2[ weapon->triIndex.meshIndex[1] ].pt[1];
    z2 = pointListPtr2[ weapon->triIndex.meshIndex[1] ].pt[2];
    nx1 = pointListPtr[ weapon->triIndex.meshIndex[1] ].ln[0];
    ny1 = pointListPtr[ weapon->triIndex.meshIndex[1] ].ln[1];
    nz1 = pointListPtr[ weapon->triIndex.meshIndex[1] ].ln[2];
    nx2 = pointListPtr2[ weapon->triIndex.meshIndex[1] ].ln[0];
    ny2 = pointListPtr2[ weapon->triIndex.meshIndex[1] ].ln[1];
    nz2 = pointListPtr2[ weapon->triIndex.meshIndex[1] ].ln[2];
    glNormal3f( x+nx1 + pol * (nx2 - nx1), y+ny1 + pol * (ny2 - ny1), z+nz1 + pol * (nz2 - nz1) );
    glVertex3f( x+x1 + pol * (x2 - x1), y+y1 + pol * (y2 - y1), z+z1 + pol * (z2 - z1) );
 

    glTexCoord2f( weapon->st[ weapon->triIndex.stIndex[2] ].s, weapon->st[ weapon->triIndex.stIndex[2] ].t );
    x1 = pointListPtr[ weapon->triIndex.meshIndex[2] ].pt[0];
    y1 = pointListPtr[ weapon->triIndex.meshIndex[2] ].pt[1];
    z1 = pointListPtr[ weapon->triIndex.meshIndex[2] ].pt[2];
    x2 = pointListPtr2[ weapon->triIndex.meshIndex[2] ].pt[0];
    y2 = pointListPtr2[ weapon->triIndex.meshIndex[2] ].pt[1];
    z2 = pointListPtr2[ weapon->triIndex.meshIndex[2] ].pt[2];
    nx1 = pointListPtr[ weapon->triIndex.meshIndex[2] ].ln[0];
    ny1 = pointListPtr[ weapon->triIndex.meshIndex[2] ].ln[1];
    nz1 = pointListPtr[ weapon->triIndex.meshIndex[2] ].ln[2];
    nx2 = pointListPtr2[ weapon->triIndex.meshIndex[2] ].ln[0];
    ny2 = pointListPtr2[ weapon->triIndex.meshIndex[2] ].ln[1];
    nz2 = pointListPtr2[ weapon->triIndex.meshIndex[2] ].ln[2];
    glNormal3f( x+nx1 + pol * (nx2 - nx1), y+ny1 + pol * (ny2 - ny1), z+nz1 + pol * (nz2 - nz1) );
    glVertex3f( x+x1 + pol * (x2 - x1), y+y1 + pol * (y2 - y1), z+z1 + pol * (z2 - z1) );
  }

  glEnd();

  return 1;
}
 

int WKMD2::Render(float x, float y, float z, int curframe,int nextframe,float pol)
{
  float  x1, y1, z1, x2, y2, z2;
  float nx1,ny1,nz1,nx2,ny2,nz2;
  if(pol>1) pol=1;

  // Get the points to the current and the next frame.
  md2coord *pointListPtr;
  md2coord *pointListPtr2;
  pointListPtr = &model->pointList[ model->numPoints * curframe];
  pointListPtr2 = &model->pointList[ model->numPoints * nextframe];

  // Bind the texture and begin drawing triangles
  glBindTexture(GL_TEXTURE_2D, modelt.texID);
  glBegin(GL_TRIANGLES);

  for(int i=0; i<model->numTriangles; i++ )
  {
    glTexCoord2f(model->st[ model->triIndex.stIndex[0] ].s, model->st[ model->triIndex.stIndex[0] ].t);
    // Get the points into shorter-named variables.
    x1 = pointListPtr[ model->triIndex.meshIndex[0] ].pt[0];
    y1 = pointListPtr[ model->triIndex.meshIndex[0] ].pt[1];
    z1 = pointListPtr[ model->triIndex.meshIndex[0] ].pt[2];
    x2 = pointListPtr2[ model->triIndex.meshIndex[0] ].pt[0];
    y2 = pointListPtr2[ model->triIndex.meshIndex[0] ].pt[1];
    z2 = pointListPtr2[ model->triIndex.meshIndex[0] ].pt[2];
    nx1 = pointListPtr[ model->triIndex.meshIndex[0] ].ln[0];
    ny1 = pointListPtr[ model->triIndex.meshIndex[0] ].ln[1];
    nz1 = pointListPtr[ model->triIndex.meshIndex[0] ].ln[2];
    nx2 = pointListPtr2[ model->triIndex.meshIndex[0] ].ln[0];
    ny2 = pointListPtr2[ model->triIndex.meshIndex[0] ].ln[1];
    nz2 = pointListPtr2[ model->triIndex.meshIndex[0] ].ln[2];
    // Get a normal between the current frame and the next frame.
    // Same with the points.
    glNormal3f( x+nx1 + pol * (nx2 - nx1), y+ny1 + pol * (ny2 - ny1), z+nz1 + pol * (nz2 - nz1) );
    glVertex3f( x+x1 + pol * (x2 - x1), y+y1 + pol * (y2 - y1), z+z1 + pol * (z2 - z1) );

    glTexCoord2f( model->st[ model->triIndex.stIndex[1] ].s, model->st[ model->triIndex.stIndex[1] ].t );
    x1 = pointListPtr[ model->triIndex.meshIndex[1] ].pt[0];
    y1 = pointListPtr[ model->triIndex.meshIndex[1] ].pt[1];
    z1 = pointListPtr[ model->triIndex.meshIndex[1] ].pt[2];
    x2 = pointListPtr2[ model->triIndex.meshIndex[1] ].pt[0];
    y2 = pointListPtr2[ model->triIndex.meshIndex[1] ].pt[1];
    z2 = pointListPtr2[ model->triIndex.meshIndex[1] ].pt[2];
    nx1 = pointListPtr[ model->triIndex.meshIndex[1] ].ln[0];
    ny1 = pointListPtr[ model->triIndex.meshIndex[1] ].ln[1];
    nz1 = pointListPtr[ model->triIndex.meshIndex[1] ].ln[2];
    nx2 = pointListPtr2[ model->triIndex.meshIndex[1] ].ln[0];
    ny2 = pointListPtr2[ model->triIndex.meshIndex[1] ].ln[1];
    nz2 = pointListPtr2[ model->triIndex.meshIndex[1] ].ln[2];
    glNormal3f( x+nx1 + pol * (nx2 - nx1), y+ny1 + pol * (ny2 - ny1), z+nz1 + pol * (nz2 - nz1) );
    glVertex3f( x+x1 + pol * (x2 - x1), y+y1 + pol * (y2 - y1), z+z1 + pol * (z2 - z1) );
 

    glTexCoord2f( model->st[ model->triIndex.stIndex[2] ].s, model->st[ model->triIndex.stIndex[2] ].t );
    x1 = pointListPtr[ model->triIndex.meshIndex[2] ].pt[0];
    y1 = pointListPtr[ model->triIndex.meshIndex[2] ].pt[1];
    z1 = pointListPtr[ model->triIndex.meshIndex[2] ].pt[2];
    x2 = pointListPtr2[ model->triIndex.meshIndex[2] ].pt[0];
    y2 = pointListPtr2[ model->triIndex.meshIndex[2] ].pt[1];
    z2 = pointListPtr2[ model->triIndex.meshIndex[2] ].pt[2];
    nx1 = pointListPtr[ model->triIndex.meshIndex[2] ].ln[0];
    ny1 = pointListPtr[ model->triIndex.meshIndex[2] ].ln[1];
    nz1 = pointListPtr[ model->triIndex.meshIndex[2] ].ln[2];
    nx2 = pointListPtr2[ model->triIndex.meshIndex[2] ].ln[0];
    ny2 = pointListPtr2[ model->triIndex.meshIndex[2] ].ln[1];
    nz2 = pointListPtr2[ model->triIndex.meshIndex[2] ].ln[2];
    glNormal3f( x+nx1 + pol * (nx2 - nx1), y+ny1 + pol * (ny2 - ny1), z+nz1 + pol * (nz2 - nz1) );
    glVertex3f( x+x1 + pol * (x2 - x1), y+y1 + pol * (y2 - y1), z+z1 + pol * (z2 - z1) );

  }

  glEnd();

  return 1;
}
 

// Load the model
int WKMD2::LoadModel( const char *fileName, const char *textureName)
{
  FILE *hFile = fopen( fileName, "rb" );

  /* check the file open command */
  if( hFile != NULL )
  {
    int fileLen;
    char *buffer;
    md2modelHeader *mdh;
    md2frame *frm;
    md2coord *pointList, *pointListPtr;
    md2mesh *triIndex, *bufIndexPtr;
    md2stTexCoord *st;
    md2stTexture *stPtr;
    int i, j;

    /* find length of file */
    fseek( hFile, 0, SEEK_END );
    fileLen = ftell( hFile );
    fseek( hFile, 0, SEEK_SET );

    /* read in file */
    buffer = (char *)malloc( fileLen+1 );
    fread( buffer, sizeof( char ), fileLen, hFile );

    /* get pointer to file header */
    mdh = (md2modelHeader *)buffer;

    /* construct the model data structure */
    model = (md2modelData *)malloc( sizeof( md2modelData ));

    /* create a pointlist */
    pointList = (md2coord *)malloc( sizeof( md2coord ) * mdh->numXYZ * mdh->numFrames );
    model->pointList = pointList;
    model->numPoints = mdh->numXYZ;
    model->numFrames = mdh->numFrames;

    model->currentmorph = (md2coord *)malloc( sizeof( md2coord ) * mdh->numXYZ);

    /* loop for number of frames in file */
    for( j=0; j<mdh->numFrames; j++ )
    {
      /* offset to points in frame */
      frm = (md2frame *)&buffer[ mdh->offsetFrames + mdh->framesize * j ];
      pointListPtr = (md2coord *)&pointList[ mdh->numXYZ * j ];
      for( i=0; i<mdh->numXYZ; i++ )
      {
        pointListPtr.pt[0] = frm->scale[0] * frm->fp.v[0] + frm->translate[0];
        pointListPtr.pt[2] = frm->scale[1] * frm->fp.v[1] + frm->translate[1];
        pointListPtr.pt[1] = frm->scale[2] * frm->fp.v[2] + frm->translate[2];

        pointListPtr.ln[0] = avertexnormals[frm->fp.lightNormalIndex][0];
        pointListPtr.ln[1] = avertexnormals[frm->fp.lightNormalIndex][1];
        pointListPtr.ln[2] = avertexnormals[frm->fp.lightNormalIndex][2];

        pointListPtr.pt[0] /= 64;
        pointListPtr.pt[1] /= 64;
        pointListPtr.pt[2] /= 64;
      }
    }

    do {
      /* see if there is a texture associated with the file */
      modelt.width = 1;
      modelt.height = 1;
      if (modelt.LoadPCX((char *)textureName))
      {
		  WKLog("Textures found and loaded.");
        /* create the texture list */
        st = (md2stTexCoord *)malloc( sizeof( md2stTexCoord ) * mdh->numST );
        model->numST = mdh->numST;
        model->st = st;

        stPtr = (md2stTexture *)&buffer[mdh->offsetST];
        for( i=0; i<mdh->numST; i++ )
        {
          st.s = (float)stPtr.s / (float)modelt.width;
          st.t = (float)stPtr.t / (float)modelt.width;
        }

        model->zoomstop = false;
      }
    } while( 0 );                      /* only do once */

    /* create a mesh list */
    triIndex = (md2mesh *)malloc( sizeof( md2mesh ) * mdh->numTris );
    model->numTriangles = mdh->numTris;
    model->triIndex = triIndex;

    /* point to indexes in buffers */
    bufIndexPtr = (md2mesh *)&buffer[mdh->offsetTris];

    for( i=0; i<mdh->numTris; i++ )
    {
      triIndex.meshIndex[0] = bufIndexPtr.meshIndex[0];
      triIndex.meshIndex[1] = bufIndexPtr.meshIndex[1];
      triIndex.meshIndex[2] = bufIndexPtr.meshIndex[2];
      triIndex.stIndex[0] = bufIndexPtr.stIndex[0];
      triIndex.stIndex[1] = bufIndexPtr.stIndex[1];
      triIndex.stIndex[2] = bufIndexPtr.stIndex[2];
    }

    /* cleanup */
    free( buffer );
  }
  return 1;
}

// Load the weapon
int WKMD2::LoadWeapon( const char *fileName, const char *textureName)
{
  FILE *hFile = fopen( fileName, "rb" );

  /* check the file open command */
  if( hFile != NULL )
  {
    int fileLen;
    char *buffer;
    md2modelHeader *mdh;
    md2frame *frm;
    md2coord *pointList, *pointListPtr;
    md2mesh *triIndex, *bufIndexPtr;
    md2stTexCoord *st;
    md2stTexture *stPtr;
    int i, j;
    /* find length of file */
    fseek( hFile, 0, SEEK_END );
    fileLen = ftell( hFile );
    fseek( hFile, 0, SEEK_SET );

    /* read in file */
    buffer = (char *)malloc( fileLen+1 );
    fread( buffer, sizeof( char ), fileLen, hFile );

    /* get pointer to file header */
    mdh = (md2modelHeader *)buffer;

    /* construct the model data structure */
    weapon = (md2modelData *)malloc( sizeof( md2modelData ));

    /* create a pointlist */
    pointList = (md2coord *)malloc( sizeof( md2coord ) * mdh->numXYZ * mdh->numFrames );
    weapon->pointList = pointList;
    weapon->numPoints = mdh->numXYZ;
    weapon->numFrames = mdh->numFrames;

    weapon->currentmorph = (md2coord *)malloc( sizeof( md2coord ) * mdh->numXYZ);

    /* loop for number of frames in file */
    for( j=0; j<mdh->numFrames; j++ )
    {
      /* offset to points in frame */
      frm = (md2frame *)&buffer[ mdh->offsetFrames + mdh->framesize * j ];
      pointListPtr = (md2coord *)&pointList[ mdh->numXYZ * j ];
      for( i=0; i<mdh->numXYZ; i++ )
      {
        pointListPtr.pt[0] = frm->scale[0] * frm->fp.v[0] + frm->translate[0];
        pointListPtr.pt[2] = frm->scale[1] * frm->fp.v[1] + frm->translate[1];
        pointListPtr.pt[1] = frm->scale[2] * frm->fp.v[2] + frm->translate[2];

        pointListPtr.pt[0] /= 64;
        pointListPtr.pt[1] /= 64;
        pointListPtr.pt[2] /= 64;
      }
    }

    do {
      /* see if there is a texture associated with the file */
      weapont.width = 1;
      weapont.height = 1;
      if (weapont.LoadPCX((char *)textureName))
      {
        /* create the texture list */
        st = (md2stTexCoord *)malloc( sizeof( md2stTexCoord ) * mdh->numST );
        weapon->numST = mdh->numST;
        weapon->st = st;

        stPtr = (md2stTexture *)&buffer[mdh->offsetST];
        for( i=0; i<mdh->numST; i++ )
        {
          st.s = (float)stPtr.s / (float)weapont.width;
          st.t = (float)stPtr.t / (float)weapont.width;
        }

        weapon->zoomstop = false;
      }
    } while( 0 );                      /* only do once */

    /* create a mesh list */
    triIndex = (md2mesh *)malloc( sizeof( md2mesh ) * mdh->numTris );
    weapon->numTriangles = mdh->numTris;
    weapon->triIndex = triIndex;

    /* point to indexes in buffers */
    bufIndexPtr = (md2mesh *)&buffer[mdh->offsetTris];

    for( i=0; i<mdh->numTris; i++ )
    {
      triIndex.meshIndex[0] = bufIndexPtr.meshIndex[0];
      triIndex.meshIndex[1] = bufIndexPtr.meshIndex[1];
      triIndex.meshIndex[2] = bufIndexPtr.meshIndex[2];
      triIndex.stIndex[0] = bufIndexPtr.stIndex[0];
      triIndex.stIndex[1] = bufIndexPtr.stIndex[1];
      triIndex.stIndex[2] = bufIndexPtr.stIndex[2];
    }

    /* cleanup */
    free( buffer );
  }
  isweapon=1;
  return 1;
} 

I know there's a little bit of code, but please.. I'm desperate.. I've tried everything! Thanks! :) EDIT: And here is the rendering code:
#include "WKEngine.h"





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

bool	keys[256];			// Array Used For The Keyboard Routine
bool	active=TRUE;		// Window Active Flag Set To TRUE By Default
bool	fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Default
GLfloat LightDiffuse[]= { 0.1f, 2.0f, 1.0f, 1.0f };				 // Diffuse Light Values ( NEW )
GLfloat LightPosition[]= { 1.0f, 0.5f, 2.0f, 1.0f };				 // Light Position ( NEW )
GLfloat LightAmbient[]= { 0.5f, 2.0f, 0.5f, 1.0f }; 				// Ambient Light Values ( NEW )
LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc

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);
	glEnable( GL_TEXTURE_2D ); 
	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix
}

int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
{
	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
	glClearDepth(3.0f);									// 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_DIFFUSE, LightDiffuse);		
	glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);		
	glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);	

	glEnable(GL_LIGHT1);	
	return TRUE;										// Initialization Went OK
}


WKMD2 yoshi;

GLfloat z = -55.0f;

GLfloat x = -1.1f;
GLfloat y = -7.8f;
GLfloat t = 1.0f;
int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
{
	
	
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
	glLoadIdentity();					// Reset The Current Modelview Matrix
	
	glTranslatef(x,y,z);
	
	
	if(keys[VK_SHIFT]) z += 0.02f;
	if(keys[VK_SPACE]) z -= 0.02f;
	if(keys[VK_RIGHT]) x -= 0.01f;
	if(keys[VK_LEFT]) x +=0.01f;
	if(keys[VK_UP]) y -= 0.01f;
	if(keys[VK_DOWN]) y += 0.01f;
	glRotatef(t,0.0f,1.0f,0.0f);	
	t += 0.05f;
	yoshi.Animate(0,0,0,100);

	
	return TRUE;										// Everything Went OK
}

GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window
{
	if (fullscreen)										// Are We In Fullscreen Mode?
	{
		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop
		ShowCursor(TRUE);								// Show Mouse Pointer
	}

	if (hRC)											// Do We Have A Rendering Context?
	{
		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
		{
			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}

		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
		{
			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}
		hRC=NULL;										// Set RC To NULL
	}

	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
	{
		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hDC=NULL;										// Set DC To NULL
	}

	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
	{
		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;										// Set hWnd To NULL
	}

	if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
	{
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;									// Set hInstance To NULL
	}
}

/*	This Code Creates 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
{
	yoshi.LoadModel("horse/horse.md2", "horse/horse.pcx");
	
	yoshi.SetFrame(0);
	yoshi.Animation(0,10);
	WKLog("\n\n **** START OF NEW LOG ****");
	WKLog("World loaded. Ready to kick ass and chew bubble gum.");
	
	MSG		msg;									// Windows Message Structure
	BOOL	done=FALSE;								// Bool Variable To Exit Loop
	

	
	
fullscreen=TRUE;


	// Create Our OpenGL Window
	if (!CreateGLWindow("BKS now in 3D",1024,768,16,fullscreen))
	{
		return 0;									// Quit If Window Was Not Created
	}

	while(!done)									// Loop That Runs While done=FALSE
	{
		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
		{
			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
			{
				done=TRUE;							// If So done=TRUE
			}
			else									// If Not, Deal With Window Messages
			{
				TranslateMessage(&msg);				// Translate The Message
				DispatchMessage(&msg);				// Dispatch The Message
			}
		}
		else										// If There Are No Messages
		{
			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
			if (active)								// Program Active?
			{
				if (keys[VK_ESCAPE] || keys[VK_RETURN])				// Was ESC Pressed?
				{

					done=TRUE;						// ESC Signalled A Quit
				}
				else								// Not Time To Quit, Update Screen
				{
					DrawGLScene();					// Draw The Scene
					SwapBuffers(hDC);				// Swap Buffers (Double Buffering)
				}
			}

			if (keys[VK_F1])						// Is F1 Being Pressed?
			{
				keys[VK_F1]=FALSE;					// If So Make Key FALSE
				KillGLWindow();						// Kill Our Current Window
				fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
				// Recreate Our OpenGL Window
				if (!CreateGLWindow("BKS now in 3D",1024,768,16,fullscreen))
				{
					return 0;						// Quit If Window Was Not Created
				}
			}
			
		}
	}

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


[Edited by - pancomplex on May 9, 2008 7:47:13 PM]
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Well, I gave it a glance, but that's a lot to go through. I looked for some common problems, and most of them seem to be covered.

One thing I couldn't find; what is the type of triindex.s and triindex.t? If I remember correctly, these need to be floats but they are stored in the file as ints. The spec I read loads them into an int and then recasts them as (float*)&s whenever they're used. For some reason, this has continued to propagate.

However, it's my suspicion that the image is not being loaded properly. If the texture coordinates were truly messed up, the entire model would either have a few distorted color regions or, more often, be a solid color from the first pixel of the texture.

So unless your texture has a lot of white in it, I suspect that it's the loading function. I'll scan it in more detail, but you should test the other possibilities.
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