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Guest Anonymous Poster

OpenGL I like openGL

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I dont think thats true, thanks for posting complete code for open gl, thats really helpful for us newbies.
However how come you say it has 3d aceleration? I tried using opengl, and it was slooow, how can I use 3d aceleration with opengl? What opengl libs/dll are you using? (im using microsoft and it truely crawls on my pentium 233/ banshee 3d card)

thanks and happy new century!

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I liked d3d too, until I realized...
a) d3d is _not_ cross compatible, if you learn opengl you can apply it anywhere, even on linux or consoles. (mario64 ring a bell?)
b) COM sucks! you expend too much time trying to figure it out, and way too much time coding around it. Since I only have a few free hours to code, this option is a big no,no to me.
c) quake(x) is not made in D3D or GLIDE, quake 3 is the single more advanced engine there is, and an industry standard, enough said.

however, I do have the latest opengl32.dll but when I use it, it doesnt work, do I need the library too? where can I get it?

[This message has been edited by Azrael (edited December 31, 1999).]

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Guest Anonymous Poster
I must agree with the last post...I perfer D3D over opengl But then again i never took the easy way of doing anything...


BTW...what happened to my old name on this board?

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I'm not taking sides either way here. OpenGL is a great Cross platform API. And it's easy to program in. But it's being shown up by Direct3d. OpenGL grows old while every 6 months Microsoft releases a new Direct 3d API with new features like S3 Texture Compression, Bump mapping, and other features that OpenGL isn't offering! OpenGL still has some life in it, but unless the large corps which back this API start working on adding new features to it to support new video card features it's going to slowly die. It'd be sad to see, so I hope the companies that back OpenGL wake up and smell the roses soon. They are being out classed by Direct3d in features! And not because it's easier to program in it seems foolish not to add in these new features to bring the API up to date!

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Guest Anonymous Poster
Azrael: good that you can use my code and if you have any question about opengl(win32) or opengl(GLUT) will I answer it if I can.

I heard that the new geforche GPU will automatic do the transformation and lighting calculations in openGL if you use the standart statements for it

I mis indeed some functions in openGL: ".X" object loading and the new texture format.

But I like the intuitive and simple interface of openGl.

Btw: geforce or TNT2 are great for openGl. My viper 770 TNT2 accelerate automatic in the above example.

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Guest Anonymous Poster

opengl is really the heaven on earth after using other API's:
-less bugs
-less errors
-no computer crashes until now
-very logic and simple interface

To give an example of how easy it is to create a opengl 3d application will I post here the code for drawing a textured mipmaped polygon application with full 3d acceleration support:

#include
#include
#include
#include

static HGLRC hRC;
static HDC hDC;
BOOL keys[256];
GLuint texture[2];
float r=6;

GLvoid LoadGLTextures()
{
AUX_RGBImageRec *texture1;
texture1 = auxDIBImageLoad("kolpo.bmp");

glGenTextures(2, &texture[0]);

glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D,3, texture1->sizeX, texture1->sizeY, GL_RGB, GL_UNSIGNED_BYTE, texture1->data);

}

GLvoid InitGL(GLsizei Width, GLsizei Height)
{
LoadGLTextures();
glEnable(GL_TEXTURE_2D);
glClearColor(0.0f,0.0f,0.0f,0.0f);
glClearDepth(1.0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
}

GLvoid ReSizeGLScene(GLsizei Width, GLsizei Height)
{
if (Height==0)Height=1;
glViewport(0,0,Width, Height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
}

GLvoid DrawGLScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();

glTranslatef(0,0,-6);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
glTexCoord2d(0,0); glVertex3f(-1,1,0);
glTexCoord2d(0,1); glVertex3f(-1,-1,0);
glTexCoord2d(1,1); glVertex3f(1,-1,0);
glTexCoord2d(1,0); glVertex3f(1,1,0);
glEnd();

}


LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
RECT Screen;
GLuint PixelFormat;
static PIXELFORMATDESCRIPTOR pfd=
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL |
PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
16,
0, 0, 0, 0, 0, 0,
0,
0,
0,
0,0,0,0,
16,
0,
0,
PFD_MAIN_PLANE,
0,
0,0,0
};

switch (message)
{
case WM_CREATE:
hDC = GetDC(hWnd);
PixelFormat = ChoosePixelFormat(hDC, &pfd);
if (!PixelFormat)
{
MessageBox(0, "Can't Find A Suitable PixelFormat", "Error", MB_OK | MB_ICONERROR);
PostQuitMessage(0);
break;
}
if (!SetPixelFormat(hDC, PixelFormat, &pfd))
{
MessageBox(0, "Can't Set The PixelFormat", "Error", MB_OK | MB_ICONERROR);
PostQuitMessage(0);
break;
}
hRC = wglCreateContext(hDC);
if (!hRC)
{
MessageBox(0, "Can't Create A GL Rendering Contex", "Error", MB_OK | MB_ICONERROR);
PostQuitMessage(0);
break;
}
if (!wglMakeCurrent(hDC, hRC))
{
MessageBox(0, "Can't activate GLRC", "Error", MB_OK | MB_ICONERROR);
PostQuitMessage(0);
break;
}
GetClientRect(hWnd, &Screen);
InitGL(Screen.right, Screen.bottom);
break;

case WM_KEYDOWN:
keys[wParam]=TRUE;
break;

case WM_KEYUP:
keys[wParam]=FALSE;
break;

case WM_DESTROY:
case WM_CLOSE:
ChangeDisplaySettings(NULL, 0);
wglMakeCurrent(hDC, NULL);
wglDeleteContext(hRC);
ReleaseDC(hWnd, hDC);
PostQuitMessage(0);
break;

case WM_SIZE:
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));
break;

default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return (0);
}

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
MSG msg;
WNDCLASS wc;
HWND hWnd;

wc.style=CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wc.lpfnWndProc=(WNDPROC)WndProc;
wc.cbClsExtra=0;
wc.cbWndExtra=0;
wc.hInstance=hInstance;
wc.hIcon=NULL;
wc.hCursor=LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground=NULL;
wc.lpszMenuName="NULL";
wc.lpszClassName="OpenGL WinClass";
if (!RegisterClass(&wc))
{
MessageBox(0, "Failed to Register The Window Class", "Error", MB_OK | MB_ICONERROR);
return FALSE;
}
hWnd=CreateWindow("OpenGL WinClass", "Kolpo goes 3D",
WS_POPUP | WS_CLIPCHILDREN | WS_CLIPSIBLINGS,
0,0,640,480, NULL, NULL, hInstance, NULL);
if (!hWnd)
{
MessageBox(0, "Window Creation Error", "Error", MB_OK | MB_ICONERROR);
return FALSE;
}
DEVMODE dmScreenSettings;
dmScreenSettings.dmSize=sizeof(DEVMODE);;
dmScreenSettings.dmPelsWidth=640;
dmScreenSettings.dmPelsHeight=480;
dmScreenSettings.dmFields=DM_PELSWIDTH | DM_PELSHEIGHT;
ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN);
ShowWindow(hWnd, SW_SHOW);
UpdateWindow(hWnd);
SetFocus(hWnd);
wglMakeCurrent(hDC, hRC);

while (1)
{
while (PeekMessage(&msg,NULL,0,0,PM_NOREMOVE))
{
if (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
return TRUE;
}
}
DrawGLScene();
SwapBuffers(hDC);
if (keys[VK_ESCAPE]) SendMessage(hWnd, WM_CLOSE,0 , 0);
}
}

Yes this is everthing
-Where is the 3d acceleration code ?
Is already implement in opengl

To let this code work:
-open visual c++
-create a new win32 application
-add opengl32.lib, glu32.lib and glaux.lib
on the lib list
-create a cpp file and copy this code in it
-be sur that all the needed opengl dll's are in your windows folder
-run

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There is something wrong with the copy option I think.
Te includes are:
<begin code>
#include <windows.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glaux>
<end code>

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There is something wrong with the copy option I think.
Te includes are:
<begin code>
#include <windows.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glaux>
<end code>

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>Texture Compression, Bump mapping, and other features that OpenGL isn''t offering!

No, I believe S3 Texture Compression is available for OpenGL with extension (Quake Arena already use it). And better compression method than S3 will come soon for OpenGL. Whatever new hardware features, will be added through OpenGL extension, so no worry needed.

>very logic and simple interface

To make logic and simple interface, ''philosophy'' is necessary. Great creative work always has good philosophy, while just imitating people usually ends up with dirty engineering complex.

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If you are using I740 or RivaTNT2 then accelerator will work automaticly .
If you have 3Dfx card then you must ''turn on'' fullscreen ( if you interesting how to do it I can write ) and copy to catalog with your programm file called : glide2x.dll ...
That''s all ..

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