• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
luckyyyyyy

OpenGL
Incorrect 3D coordinates from 2D mouse click ?

9 posts in this topic

I want to get the mouse click position in 3D. Below is my code, its simple, I am not doing wrong in it but I don't know why I am always getting X and Y values are wrong. I think Maximum X = 0.072345664 and Y = 0.04124355 . something like this. where I am doing wrong.. ? Why I am not getting the exact values of x and y ? Z value is OK. Only issue with X and Y. any idea ? Thanks


[CODE]
void glPerspective()
{
glViewport(0, 0, WINDOW_SIZE_W, WINDOW_SIZE_H);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (GLdouble)WINDOW_SIZE_W / (GLdouble)WINDOW_SIZE_H, 0.1, 100000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 0.0, m_zoom, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glPerspective(); // perspective view
Some_rotation_and_translation();
Render_Triangular_model();
glPopMatrix();
swapbuffer();
}
GLpoint GetOGLMousePos(GLint x, GLint y)
{
GLdouble winX = 0.0, winY = 0.0, winZ = 0.0;
GLdouble posX = 0.0, posY = 0.0, posZ = 0.0;
GLint OGLMviewport[4]; //stores viewport information
GLdouble OGLMmodelview[16];
GLdouble OGLMprojection[16];
glGetDoublev( GL_PROJECTION_MATRIX, OGLMprojection );
glGetDoublev( GL_MODELVIEW_MATRIX, OGLMmodelview );
glGetIntegerv( GL_VIEWPORT, OGLMviewport ); //transfers viewport info into viewport array.
winX = (float)x;
winY = (float)OGLMviewport[3] - (float)y; // invert winY so that down lowers value
glReadPixels( x, GLint(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ );
gluUnProject( winX, winY, winZ, OGLMmodelview, OGLMprojection, OGLMviewport, &posX, &posY, &posZ);
return GLpoint(posX, posY, posZ);
}
[/CODE]

Output 3D coordinates (top right section of the OpenGL display screen):

[CODE]-0.000810418, 0.0011706, 99.9
0.00288149, 0.00126065, 99.9
0.00981506, 0.00144074, 99.9
0.0157581, 0.00171088, 99.9
0.0249429, 0.00171088, 99.9
0.0367389, 0.00180093, 99.9
0.0468241, 0.00180093, 99.9
0.0557387, 0.00225116, 99.9
0.065914, 0.00243125, 99.9
-0.000990511, 0.0105354, 99.9
-0.0013507, 0.017379, 99.9
-0.0013507, 0.0225116, 99.9
-0.00171088, 0.0268338, 99.9
-0.00171088, 0.0313362, 99.9
-0.00207107, 0.0380896, 99.9
0.0724874, 0.0404308, 99.9
0.0744684, 0.0411512, 99.9 // top right corner[/CODE]

[quote]
Think of Design with Dimensions
http://real3d.pk
[/quote] Edited by luckyyyyyy
0

Share this post


Link to post
Share on other sites
My guess is that is is somewhere in the GLpoint class. Your code is nearly exactly like mine and it works for me. How do you define GLpoint? That isn't part of OpenGL.
0

Share this post


Link to post
Share on other sites
hey dude first thing is your perspective calculation (the z near z far problem!)


[CODE]
void T3DPlanet::GetOGLPos(int x, int y, t3dpoint & np, t3dpoint & fp)
{
glGetDoublev( GL_MODELVIEW_MATRIX, modelview );
// glGetDoublev( GL_PROJECTION_MATRIX, projection );
glMatrixMode(GL_PROJECTION); // Change Matrix Mode to Projection
glPushMatrix();
glLoadIdentity(); // Reset View
gluPerspectiveA(90.0f, DISPLAY_WIDTH/DISPLAY_HEIGHT,1000.0f, 2000.0f); // Do the perspective calculations. Last value = max clipping depth
glGetDoublev( GL_PROJECTION_MATRIX, projection );
glPopMatrix();
glMatrixMode(GL_MODELVIEW);

// int i;
// for (i=0; i<16;i++) ShowMessage(FloatToStr(projection[i]));
glGetIntegerv( GL_VIEWPORT, viewport );
double nx,ny,nz; double fx,fy,fz;
float winX = float(x);
float winY = float(viewport[3]) - float(y);
t3dpoint neara;
t3dpoint fara;
gluUnProject(winX, winY, 0, modelview, projection, viewport, &nx, &ny, &nz);
gluUnProject(winX, winY, 1, modelview, projection, viewport, &fx, &fy, &fz);
np.x = nx;
np.y = ny;
np.z = nz;
NEAR_HIT = np;
fp.x = fx;// - nx;
fp.y = fy;// - ny;
fp.z = fz;// - nz;
FAR_HIT = fp;
}

and heres a thing that i use when mouse cursor is moving through window and it uses the proc above


[code]
void __fastcall T3DPlanet::MouseInsertMove(int X, int Y,HWND hwnd)
{

glViewport(0, 0, int( DISPLAY_WIDTH), int(DISPLAY_HEIGHT)); // Set the viewport for the OpenGL window
glMatrixMode(GL_PROJECTION); // Change Matrix Mode to Projection
glLoadIdentity(); // Reset View
gluPerspectiveA(90.0, DISPLAY_WIDTH/DISPLAY_HEIGHT,1000.0f, 1000.0 * 1000.0 * 1000.0 * 1000.0); // Do the perspective calculations. Last value = max clipping depth
glMatrixMode(GL_MODELVIEW);

sx = X;
sy = Y;
//glClear(GL_COLOR_BUFFER_BIT);
//glClear(GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glLoadIdentity();
gluLookAt(EYEPOS.x,EYEPOS.y,EYEPOS.z,EYEPOS.x+EYELOOKATPOINT.x,
EYEPOS.y-EYELOOKATPOINT.y,EYEPOS.z-EYELOOKATPOINT.z,
0,1,0);
if (insert_mode == true) {
TPoint mouse;
GetCursorPos(&mouse); // Gets The Current Cursor Coordinates (Mouse Coordinates)
ScreenToClient(hwnd, &mouse);
t3dpoint np, fp;
GetOGLPos(mouse.x,mouse.y,np,fp);
t3dpoint vLine[2];
np = vectorAB(NEAR_HIT,FAR_HIT);
np = Normalize( np ); //nice one milion kilometers away ;u
np = vector_multiple(np, 1000.0f * 1000.0f * 1000.0f);
vLine[0] = NEAR_HIT;
vLine[1] = vectors_add(NEAR_HIT, np);
//
//
int i;
for (i=0; i<SCENE_SELECTION[0].selectedfaces.Length;i++)
if (LineIntersectFaceFromModel(SCENE_SELECTION[0].selectedfaces[i],PLANET_MODEL,vLine, HIT_SPACE_POSITION ) == true)
return;
}
glPopMatrix();
}
[/code]
[/CODE]


Ah please dont ask me why i call perspective projection and loadidentity before getoglpos ( i cant remember!!!)
well i remember that just draw your scene then use getoglpos


but it returns me two POINTS (NOT THE DEPTH POINT or etc) just 2 points that make the line from screen to the outter space ;x
then i must find a collision point between polygon ray intersection


I think you can bypass ray poly intersection by reading the acutal depth value from image (by glReadPixels let assume that will be a var called KKK)

so then gluUnProject(winX, winY, KKK, modelview, projection, viewport, &nx, &ny, &nz); nx ny nz are output pos vals but i don't know if it works

===================

and here's a proove that it works :X but watch after 1 min :/

[media]http://www.youtube.com/watch?v=YAeedDLS7aE&feature=youtu.be[/media] Edited by ___
0

Share this post


Link to post
Share on other sites
I have tried everything but not getting the exact X and Y values. I am applying glPerspective() in real-time (display function) thats why I think I have to apply it with a specific matrix but i dont know which matrix. I do not want to select vertex or something like that I just need 3D coordinates at the click position.


[quote]
Think of Design with Dimensions
http://real3d.pk
[/quote] Edited by luckyyyyyy
0

Share this post


Link to post
Share on other sites
the func void T3DPlanet::GetOGLPos(int x, int y, t3dpoint & np, t3dpoint & fp)
[CODE]
void gluPerspectiveA(GLfloat fovy, GLfloat aspect, GLfloat zmin, GLfloat zmax)
{
GLfloat xmin, xmax, ymin, ymax;
ymax = zmin * tan(fovy * M_PI / 360.0);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
glFrustum(xmin, xmax, ymin, ymax, zmin, zmax);
}
[/CODE]


provides the correct X and Y values for mouse cursor,

The idea of my soulition is: (i will explain the code now)
the idea is as follows:
set z near and z far closely
gluPerspectiveA(90.0f, DISPLAY_WIDTH/DISPLAY_HEIGHT,1000.0f, 2000.0f);
set the camera

then check nearest depth val and the farthest, then make from them a line and test whatever you want

gluUnProject(winX, winY, 0, modelview, projection, viewport, &nx, &ny, &nz); //the point on your screeen! (depth value 0,0f)
gluUnProject(winX, winY, 1, modelview, projection, viewport, &fx, &fy, &fz); //pushed far away point (depth value 1.0f)

Maybye you are not familiar with the dpeth values they are from 0 to 1 (depending on znear/zfar value 0.75 from depth vcan be farther than 0.75 from diffferent znear/zfar perspective ble ble ble ble )

[CODE]
void T3DPlanet::GetOGLPos(int x, int y[..])
{
[...]
glGetIntegerv( GL_VIEWPORT, viewport );
float winX = float(x);
float winY = float(viewport[3]) - float(y);

//optional readpixels

//optional one gluunproject(winx,winy, readpixeldepth, modelview, projection, viewport, outputx,outputy,outputz);
[/CODE]







if you do not want to make rays and then test some shit you use)
if you use glReadPixels() with the same x,y values (winX, winY) range 1 GL_DEPTH_COMPONENT (or GL_DEPTH_COMPONENT24)

after reading the depth value from the pixel you
call glunproject
heres is a pixel reading
[CODE]
void __fastcall READ_RGBA_FROM_OGL_WINDOW(int x,int height, int y, int & r, int & g, int & b, int & a)
{


unsigned char* pdata = new unsigned char[4];
glReadBuffer(GL_COLOR_BUFFER_BIT);

glReadPixels(x,height-y,1,1,GL_RGBA,GL_UNSIGNED_BYTE,pdata);

r = pdata[0];
g = pdata[1];
b = pdata[2];
a = pdata[3];
// delete B2;
delete [] pdata;
}

//so for depth is should be but i dont know if that is correct

float __fastcall READ_DEPTH_FROM_OGL_WINDOW(int x,int height, int y)
{

unsigned char* pdata = new unsigned char[1];
glReadBuffer(GL_DEPTH_BUFFER_BIT);
glReadPixels(x,height-y,1,1,GL_DEPTH_COMPONENT,GL_UNSIGNED_BYTE,pdata);

return float(pdata[0]) / 255.0f;

}

[/CODE]

[color=#ff0000][b]I have tried everything but not getting the exact X and Y values[/b][/color]. - no you didin't
[color=#ff0000][b]I am applying glPerspective() in real-time (display function) thats why [/b][/color]
- I don;t understand, you display the scene and you store for it a modelview matrix, projection matrix , and viewport
so you can call fcking gluUnProject

and do not use so big ratio between z_near/z_far


[b][color=#ff0000]I think I have to apply it with a specific matrix but i dont know which matrix.[/color][/b] - ah HELL NO !!!

[b][color=#ff0000]I do not want to select vertex or something like that I just need 3D coordinates at the click position.[/color][/b]


So WHA THE HELL ARE YOU WAITING FOR?
CLEAN YOUR CODE


and do as follows


draw the scene

store modelview matrix and stroe viewport also
(when want to click)
change perspective to 'nicest z_near/z_far aspect ratio)
store projection matrix
call gluUnProject and get the values

be happy ;(


I still have no idea what are you doing wrong dude Edited by ___
0

Share this post


Link to post
Share on other sites
haha.. I like the way u teaching.. ;)

I got your point.. i do not want any kind of line intersection of whatever. I just want that when I click on model I get 3D coordinates.

I did what u said at the end. But didn't get this ?
(when want to click)
change perspective to 'nicest z_near/z_far aspect ratio)

now tell me where I am doing wrong?

[CODE]
void glPerspective()
{
glViewport(0, 0, WINDOW_SIZE_W, WINDOW_SIZE_H);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (GLdouble)WINDOW_SIZE_W / (GLdouble)WINDOW_SIZE_H, 0.1, 10000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 0.0, m_zoom, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glPerspective();

glPushMatrix();
glTranslatef(screenX, 0.0, 0.0);
glTranslatef(0.0, screenY, 0.0);
glRotatef(spin_y, 1.0, 0.0, 0.0);
glRotatef(spin_x, 0.0, 1.0, 0.0);
glRotatef(spin_z, 0.0, 0.0, 1.0);
glGetDoublev( GL_MODELVIEW_MATRIX, OGLMmodelview );
glGetDoublev( GL_PROJECTION_MATRIX, OGLMprojection );
glGetIntegerv( GL_VIEWPORT, OGLMviewport );

Render_Triangular_model();
glPopMatrix();
glutSwapBuffers();
}
GLpoint GetOGLMousePos(GLint x, GLint y)
{
GLdouble winX = 0.0, winY = 0.0, winZ = 0.0;
GLdouble posX = 0.0, posY = 0.0, posZ = 0.0;
winX = (float)x;
winY = (float)OGLMviewport[3] - (float)y - 1; // invert winY so that down lowers value
glReadPixels( x, GLint(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ );
gluUnProject( winX, winY, winZ, OGLMmodelview, OGLMprojection, OGLMviewport, &posX, &posY, &posZ);
return GLpoint(posX, posY, posZ);
}
[/CODE]

[quote]
Think of Design with Dimensions
http://real3d.pk
[/quote] Edited by luckyyyyyy
0

Share this post


Link to post
Share on other sites
Thanks for your precious time. Now its solved. I mention the problem below. Usually we used to ignore (float or double) variables during programming, I think we should not.

[CODE]
GLpoint GetOGLMousePos(GLint x, GLint y)
{
GLfloat winX = 0.0, winY = 0.0, winZ = 0.0; // never ever make a mistake between float and double.
I wasted my 4 days to solve this and the problem was, I was using GLdouble here instead of GLfloat.
Try GLdouble here you will see a hell difference in output values.


GLdouble posX = 0.0, posY = 0.0, posZ = 0.0;
winX = (float)x;
winY = (float)OGLMviewport[3] - (float)y; // invert winY so that down lowers value
glReadPixels( x, int(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ );
gluUnProject( winX, winY, winZ, OGLMmodelview, OGLMprojection, OGLMviewport, &posX, &posY, &posZ);
return GLpoint(posX, posY, -posZ); // invert z value
}
[/CODE]

[quote]
Think of Design with Dimensions
[url="http://real3d.pk"]http://real3d.pk[/url]
[/quote] Edited by luckyyyyyy
0

Share this post


Link to post
Share on other sites
Lol i have compiled your code and did the same with this double (changed to float) but still cant read the winZ lol ; ]
remember to read pixels only when you have depth buffer filled with this what you want to check, do ont call getoglpos whenever you want because t might not work Edited by ___
0

Share this post


Link to post
Share on other sites
haha.. NO i dont have any issue now... working like charm..
thanks to u.



[quote]Think of Design with Dimensions
[url="http://real3d.pk"]http://real3d.pk[/url][/quote] Edited by luckyyyyyy
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Similar Content

    • By Toastmastern
      So it's been a while since I took a break from my whole creating a planet in DX11. Last time around I got stuck on fixing a nice LOD.
      A week back or so I got help to find this:
      https://github.com/sp4cerat/Planet-LOD
      In general this is what I'm trying to recreate in DX11, he that made that planet LOD uses OpenGL but that is a minor issue and something I can solve. But I have a question regarding the code
      He gets the position using this row
      vec4d pos = b.var.vec4d["position"]; Which is then used further down when he sends the variable "center" into the drawing function:
      if (pos.len() < 1) pos.norm(); world::draw(vec3d(pos.x, pos.y, pos.z));  
      Inside the draw function this happens:
      draw_recursive(p3[0], p3[1], p3[2], center); Basically the 3 vertices of the triangle and the center of details that he sent as a parameter earlier: vec3d(pos.x, pos.y, pos.z)
      Now onto my real question, he does vec3d edge_center[3] = { (p1 + p2) / 2, (p2 + p3) / 2, (p3 + p1) / 2 }; to get the edge center of each edge, nothing weird there.
      But this is used later on with:
      vec3d d = center + edge_center[i]; edge_test[i] = d.len() > ratio_size; edge_test is then used to evaluate if there should be a triangle drawn or if it should be split up into 3 new triangles instead. Why is it working for him? shouldn't it be like center - edge_center or something like that? Why adding them togheter? I asume here that the center is the center of details for the LOD. the position of the camera if stood on the ground of the planet and not up int he air like it is now.

      Full code can be seen here:
      https://github.com/sp4cerat/Planet-LOD/blob/master/src.simple/Main.cpp
      If anyone would like to take a look and try to help me understand this code I would love this person. I'm running out of ideas on how to solve this in my own head, most likely twisted it one time to many up in my head
      Thanks in advance
      Toastmastern
       
       
    • By fllwr0491
      I googled around but are unable to find source code or details of implementation.
      What keywords should I search for this topic?
      Things I would like to know:
      A. How to ensure that partially covered pixels are rasterized?
         Apparently by expanding each triangle by 1 pixel or so, rasterization problem is almost solved.
         But it will result in an unindexable triangle list without tons of overlaps. Will it incur a large performance penalty?
      B. A-buffer like bitmask needs a read-modiry-write operation.
         How to ensure proper synchronizations in GLSL?
         GLSL seems to only allow int32 atomics on image.
      C. Is there some simple ways to estimate coverage on-the-fly?
         In case I am to draw 2D shapes onto an exisitng target:
         1. A multi-pass whatever-buffer seems overkill.
         2. Multisampling could cost a lot memory though all I need is better coverage.
            Besides, I have to blit twice, if draw target is not multisampled.
       
    • By mapra99
      Hello

      I am working on a recent project and I have been learning how to code in C# using OpenGL libraries for some graphics. I have achieved some quite interesting things using TAO Framework writing in Console Applications, creating a GLUT Window. But my problem now is that I need to incorporate the Graphics in a Windows Form so I can relate the objects that I render with some .NET Controls.

      To deal with this problem, I have seen in some forums that it's better to use OpenTK instead of TAO Framework, so I can use the glControl that OpenTK libraries offer. However, I haven't found complete articles, tutorials or source codes that help using the glControl or that may insert me into de OpenTK functions. Would somebody please share in this forum some links or files where I can find good documentation about this topic? Or may I use another library different of OpenTK?

      Thanks!
    • By Solid_Spy
      Hello, I have been working on SH Irradiance map rendering, and I have been using a GLSL pixel shader to render SH irradiance to 2D irradiance maps for my static objects. I already have it working with 9 3D textures so far for the first 9 SH functions.
      In my GLSL shader, I have to send in 9 SH Coefficient 3D Texures that use RGBA8 as a pixel format. RGB being used for the coefficients for red, green, and blue, and the A for checking if the voxel is in use (for the 3D texture solidification shader to prevent bleeding).
      My problem is, I want to knock this number of textures down to something like 4 or 5. Getting even lower would be a godsend. This is because I eventually plan on adding more SH Coefficient 3D Textures for other parts of the game map (such as inside rooms, as opposed to the outside), to circumvent irradiance probe bleeding between rooms separated by walls. I don't want to reach the 32 texture limit too soon. Also, I figure that it would be a LOT faster.
      Is there a way I could, say, store 2 sets of SH Coefficients for 2 SH functions inside a texture with RGBA16 pixels? If so, how would I extract them from inside GLSL? Let me know if you have any suggestions ^^.
    • By KarimIO
      EDIT: I thought this was restricted to Attribute-Created GL contexts, but it isn't, so I rewrote the post.
      Hey guys, whenever I call SwapBuffers(hDC), I get a crash, and I get a "Too many posts were made to a semaphore." from Windows as I call SwapBuffers. What could be the cause of this?
      Update: No crash occurs if I don't draw, just clear and swap.
      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 32, // 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 24, // 24Bit 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(windowHandle))) return false; unsigned int PixelFormat; if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) return false; if (!SetPixelFormat(hDC, PixelFormat, &pfd)) return false; hRC = wglCreateContext(hDC); if (!hRC) { std::cout << "wglCreateContext Failed!\n"; return false; } if (wglMakeCurrent(hDC, hRC) == NULL) { std::cout << "Make Context Current Second Failed!\n"; return false; } ... // OGL Buffer Initialization glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glBindVertexArray(vao); glUseProgram(myprogram); glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, (void *)indexStart); SwapBuffers(GetDC(window_handle));  
  • Popular Now