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Attemptedhippo

OpenGL
OpenGL Simple game

5 posts in this topic

this site doesnt have an opengl Prefix >.<

anyway im a self taught programmer, i know more than enough c++ to get by, and im learning opengl.
I am running microsoft visual C++ 2010 express on XP sp 3 32-bit
Tutorial: [url="http://www.codersource.net/mfc/opengl/a-simple-2d-game-with-opengl-ball-with-bat.aspx"]http://www.codersour...l-with-bat.aspx[/url]
Above is the tutorial i am working on, and i have copied the code exactly, (from source) but it will not run.
The tutorial uses the sprintf function, and im nearly positive that it is the cause of my crashes.
The console window opens for a short time and then after flashing text it closes, I have read the text as fast as i could and it states: pixel format
with nececary compatabilities cannot be found.
The source is on the bottom of the page linked, and i can assure that the source is exactly the same(since niether mine nor owners will run)
when run through debug mode i get:
[code]'Pong Game.exe': Loaded 'C:\Documents and Settings\Devon\Desktop\C++ portflio\Opengl 2d game\Pong Game\Release\Pong Game.exe', Symbols loaded.
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\ntdll.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\kernel32.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\opengl32.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\msvcrt.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\advapi32.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\rpcrt4.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\secur32.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\gdi32.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\user32.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\glu32.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\ddraw.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\dciman32.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system\glut32.dll', Binary was not built with debug information.
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\winmm.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\msvcr100.dll', Symbols loaded.
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\imm32.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\lpk.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\usp10.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\Syncor11.dll', Symbols loaded.
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\uxtheme.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\msctf.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\version.dll', Cannot find or open the PDB file
'Pong Game.exe': Unloaded 'C:\WINDOWS\system32\version.dll'
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\msctfime.ime', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\ole32.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\atioglxx.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\version.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\ws2_32.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\ws2help.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\atiadlxx.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\setupapi.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\WinSxS\x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.6195_x-ww_44262b86\msvcr80.dll', Cannot find or open the PDB file
'Pong Game.exe': Loaded 'C:\WINDOWS\system32\mcd32.dll', Cannot find or open the PDB file
'Pong Game.exe': Unloaded 'C:\WINDOWS\system32\mcd32.dll'
The program '[4584] Pong Game.exe: Native' has exited with code 1 (0x1).
[/code]
any help? if you need more information just ask. i should be back in like 2-3 hours
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Those are not errors, just messages that the debugger cannot find some symbols that will help you debug your application. It has nothing to do with your program running or not. You say that the console opens briefly, which indicates the the program does run, but exists immediately. Run the program outside the debugger instead (Ctrl+F5) instead of with the debugger (F5) and the console will stay open after the program exits.
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ummm ive run the program in many ways.... all of them with the same result... using any way to run it, a console window will pop up and they close out within a fraction of a second. Like i said in my post "pixel format with nececary compatabilities cannot be found." is the error i get inside the console window that opens briefly. I have concluded that i am doing something wrong with storing and printing the text to screen. just incase you guys dont want to get the source from the site, i will throw it in code tags.

[CODE]
#include "main.h"
int pcResult = 0;
void Render() {
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
sprintf(string, "PC : %i", pcResult);
drawText(string, 10, 80);
sprintf(string, "Player : %i", playerResult);
drawText(string, 10, 120);

/****************************************************************************
**** I believe there are problems with the above section *******
****************************************************************************/

wall.left = wall.top = 0;
wall.right = WINDOW_WIDTH;
wall.bottom = WINDOW_HEIGHT;
DrawRectangle(ball);
if(Test_Ball_Wall(ball, wall) == FROM_RIGHT)
Xspeed = -delta;
if(Test_Ball_Wall(ball, wall) == FROM_LEFT)
Xspeed = delta;
if(Test_Ball_Wall(ball, wall) == FROM_TOP)
Yspeed = -delta;
if(Test_Ball_Wall(ball, wall) == FROM_BOTTOM) {
Yspeed = delta;
pcResult += 1;
}
DrawRectangle(player_1);
player_1.left = mouse_x -30;
player_1.right = mouse_x +30;
if(Test_Ball_Player(ball, player_1) == true)
Yspeed = -delta;
glutSwapBuffers();
}
int main(int argc, char** argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GL_DOUBLE | GL_RGBA);
glutInitWindowSize(795, 500);
glutInitWindowPosition(0, 0);
glutCreateWindow("Pong Test");
Setting();
glutDisplayFunc(Render);
glutIdleFunc(Render);
glutTimerFunc(1, Timer, 1);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutSpecialFunc(inputKey);
//glutSpecialUpFunc(upKey);
glutPassiveMotionFunc(MouseMotion);
glutMainLoop();
system("pause");
return 0;
[/CODE]


[CODE]
#include<GL/gl.h>
#include<GL/glu.h>
#include<GL/glut.h>
#include<stdio.h>
#define FROM_RIGHT 1
#define FROM_LEFT 2
#define FROM_TOP 3
#define FROM_BOTTOM 4
static int WINDOW_WIDTH, WINDOW_HEIGHT;
int playerResult = 0;
static float Xspeed = 1, Yspeed = 1;
static float delta = 1;
char string[100];
struct RECTA {
float left, top, right, bottom;
};
RECTA ball = {100, 100, 120, 120};
RECTA wall;
RECTA player_1 = {0, 490, 40, 500};
void DrawRectangle (RECTA rect) {
glBegin(GL_QUADS);
glVertex2f(rect.left, rect.bottom);
glVertex2f(rect.right, rect.bottom);
glVertex2f(rect.right, rect.top);
glVertex2f(rect.left, rect.top);
glEnd();
}
void Timer(int v) {
ball.right += Xspeed;
ball.left += Xspeed;
ball.top += Yspeed;
ball.bottom += Yspeed;
glutTimerFunc(1, Timer, 1);
}
void drawText(char* string, int x, int y) {
char *c;
glPushMatrix();
glTranslatef(x, y, 0);
glScalef(0.1, -0.1, 1);
for(c = string; *c != '\0'; c++){
glutStrokeCharacter(GLUT_STROKE_ROMAN, *c);
}
glPopMatrix();
}
int Test_Ball_Wall (RECTA ball, RECTA wall) {
if(ball.right >= wall.right)
return FROM_RIGHT;
if(ball.left <= wall.left)
return FROM_LEFT;
if(ball.top <= wall.top)
return FROM_TOP;
if(ball.bottom >= wall.bottom)
return FROM_BOTTOM;

else return 0;
}
bool Test_Ball_Player(RECTA ball, RECTA player) {
if(ball.bottom >=player.top && ball.left >= player.left && ball.right <= player.right){
playerResult++;
return true;
}
return false;
}
void keyboard (unsigned char key, int x, int y) {
switch (key) {
case 27:
exit(0);
break;
}
}
void inputKey (int key, int x, int y){
switch (key){
case GLUT_KEY_LEFT:
break;
case GLUT_KEY_RIGHT:
break;
case GLUT_KEY_UP:
break;
case GLUT_KEY_DOWN:
break;
}
}
void upKey(int key, int x, int y) {
}
static int mouse_x = 0;
void MouseMotion (int x, int y) {
mouse_x = x;
}
//OpenGL settings
void Setting(void) {
glClearColor(0, 0, 0, 0);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}
void reshape (int w, int h) {
WINDOW_WIDTH = w;
WINDOW_HEIGHT = h;

glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, w, h, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
[/CODE]
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Ok so after commenting out what i thought to be the problem code I still get the same issue. I now have no idea why it isnt working.

EDIT:
I have uncommented the lines to get two warnings(one for each call):
[CODE]
1>..\main.cpp(11): warning C4996: 'sprintf': This function or variable may be unsafe. Consider using sprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
1> C:\Program Files\Microsoft Visual Studio 10.0\VC\include\stdio.h(371) : see declaration of 'sprintf'
[/CODE]

EDIT(again):
I tried using the Ctrl+F5 method and the console window still closes.
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This is your problem:

[code]
glutInitDisplayMode(GL_DOUBLE | GL_RGBA);
[/code]

Should be
[code]
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
[/code]

Easy to identify on Linux (You get an X error if the window parameters are incorrect), though based on your error log I suppose it's not quite as easy on windows, where it just crashes because of invalid window parameters (without actually telling you why).

Edit:
Just for future reference, it's easy to remember which enumerations go where in OpenGL. If the function starts with "glut", then the parameters should always be "GLUT_", where as functions that start on "gl" should always have parameters starting with "GL_". They're two different libraries, though since GLUT complements OpenGL it's easy to get confused if you don't pay attention to this detail [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
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      precision mediump float; uniform vec4 u_LightPos["+numLights+"]; uniform vec4 u_LightColours["+numLights+"]; uniform float u_LightPower["+numLights+"]; uniform sampler2D u_Texture; varying vec3 v_Position; varying vec3 v_Normal; varying vec2 v_TexCoordinate; void main() { gl_FragColor = (texture2D(u_Texture, v_TexCoordinate)); float diffuse = 0.0; vec4 colourSum = vec4(1.0); for (int i = 0; i < "+numLights+"; i++) { vec3 toPointLight = vec3(u_LightPos[i]); float distance = length(toPointLight - v_Position); vec3 lightVector = normalize(toPointLight - v_Position); float diffuseDiff = 0.0; // The diffuse difference contributed from current light diffuseDiff = max(dot(v_Normal, lightVector), 0.0); diffuseDiff = diffuseDiff * (1.0 / (1.0 + ((1.0-u_LightPower[i])* distance * distance))); //Determine attenuatio diffuse += diffuseDiff; gl_FragColor.rgb *= vec3(1.0) / ((vec3(1.0) + ((vec3(1.0) - vec3(u_LightColours[i]))*diffuseDiff))); //The expensive part } diffuse += 0.1; //Add ambient light gl_FragColor.rgb *= diffuse; } Am I making any rookie mistakes? Or am I just being unrealistic about what I can do? Thanks in advance
    • By yahiko00
      Hi,
      Not sure to post at the right place, if not, please forgive me...
      For a game project I am working on, I would like to implement a 2D starfield as a background.
      I do not want to deal with static tiles, since I plan to slowly animate the starfield. So, I am trying to figure out how to generate a random starfield for the entire map.
      I feel that using a uniform distribution for the stars will not do the trick. Instead I would like something similar to the screenshot below, taken from the game Star Wars: Empire At War (all credits to Lucasfilm, Disney, and so on...).

      Is there someone who could have an idea of a distribution which could result in such a starfield?
      Any insight would be appreciated
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