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    • By tj8146
      I am using immediate mode for OpenGL and I am creating a 2D top down car game. I am trying to configure my game loop in order to get my car-like physics working on a square shape. I have working code but it is not doing as I want it to. I am not sure as to whether it is my game loop that is incorrect or my code for the square is incorrect, or maybe both! Could someone help because I have been trying to work this out for over a day now
      I have attached my .cpp file if you wish to run it for yourself.. 
      WinMain code:
      /******************* WIN32 FUNCTIONS ***************************/ 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 Car car; car.x = 220; car.y = 140; car.dx = 0; car.dy = 0; car.ang = 0; AllocConsole(); FILE *stream; freopen_s(&stream, "CONOUT$", "w", stdout); // Create Our OpenGL Window if (!CreateGLWindow("OpenGL Win32 Example",screenWidth,screenHeight)) { 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 break; } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { if(keys[VK_ESCAPE]) done = true; void processKeys(Car& car); //process keyboard while (game_is_running) { loops = 0; while (GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update(car); // update variables next_game_tick += SKIP_TICKS; loops++; } display(car); // Draw The Scene SwapBuffers(hDC); // Swap Buffers (Double Buffering) } } } // Shutdown KillGLWindow(); // Kill The Window return (int)(msg.wParam); // Exit The Program } //WIN32 Processes function - useful for responding to user inputs or other events. 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_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } break; case WM_SIZE: // Resize The OpenGL Window { reshape(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } break; case WM_LBUTTONDOWN: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); LeftPressed = true; } break; case WM_LBUTTONUP: { LeftPressed = false; } break; case WM_MOUSEMOVE: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); } break; case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = true; // If So, Mark It As TRUE return 0; // Jump Back } break; case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = false; // If So, Mark It As FALSE return 0; // Jump Back } break; } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); }  
      C++ and OpenGL code:
      int mouse_x=0, mouse_y=0; bool LeftPressed = false; int screenWidth=1080, screenHeight=960; bool keys[256]; float radiansFromDegrees(float deg) { return deg * (M_PI / 180.0f); } float degreesFromRadians(float rad) { return rad / (M_PI / 180.0f); } bool game_is_running = true; const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; typedef struct { float x, y; float dx, dy; float ang; }Car; //OPENGL FUNCTION PROTOTYPES void display(const Car& car); //called in winmain to draw everything to the screen void reshape(int width, int height); //called when the window is resized void init(); //called in winmain when the program starts. void processKeys(Car& car); //called in winmain to process keyboard input void update(Car& car); //called in winmain to update variables /************* START OF OPENGL FUNCTIONS ****************/ void display(const Car& car) { const float w = 50.0f; const float h = 50.0f; glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glTranslatef(100, 100, 0); glBegin(GL_POLYGON); glVertex2f(car.x, car.y); glVertex2f(car.x + w, car.y); glVertex2f(car.x + w, car.y + h); glVertex2f(car.x, car.y + h); glEnd(); glFlush(); } void reshape(int width, int height) // Resize the OpenGL window { screenWidth = width; screenHeight = height; // to ensure the mouse coordinates match // we will use these values to set the coordinate system glViewport(0, 0, width, height); // Reset the current viewport glMatrixMode(GL_PROJECTION); // select the projection matrix stack glLoadIdentity(); // reset the top of the projection matrix to an identity matrix gluOrtho2D(0, screenWidth, 0, screenHeight); // set the coordinate system for the window glMatrixMode(GL_MODELVIEW); // Select the modelview matrix stack glLoadIdentity(); // Reset the top of the modelview matrix to an identity matrix } void init() { glClearColor(1.0, 1.0, 0.0, 0.0); //sets the clear colour to yellow //glClear(GL_COLOR_BUFFER_BIT) in the display function //will clear the buffer to this colour. } void processKeys(Car& car) { if (keys[VK_UP]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += cdx; car.dy += cdy; } if (keys[VK_DOWN]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += -cdx; car.dy += -cdy; } if (keys[VK_LEFT]) { car.ang -= 2; } if (keys[VK_RIGHT]) { car.ang += 2; } } void update(Car& car) { car.x += car.dx*next_game_tick; }  
      game.cpp
    • By tj8146
      I am using immediate mode for OpenGL and I am creating a 2D top down car game. I am trying to configure my game loop in order to get my car-like physics working on a square shape. I have working code but it is not doing as I want it to. I am not sure as to whether it is my game loop that is incorrect or my code for the square is incorrect, or maybe both! Could someone help because I have been trying to work this out for over a day now
      I have attached my .cpp file if you wish to run it for yourself.. 
       
      This is my C++ and OpenGL code:
      int mouse_x=0, mouse_y=0; bool LeftPressed = false; int screenWidth=1080, screenHeight=960; bool keys[256]; float radiansFromDegrees(float deg) { return deg * (M_PI / 180.0f); } float degreesFromRadians(float rad) { return rad / (M_PI / 180.0f); } bool game_is_running = true; const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; typedef struct { float x, y; float dx, dy; float ang; }Car; //OPENGL FUNCTION PROTOTYPES void display(const Car& car); //called in winmain to draw everything to the screen void reshape(int width, int height); //called when the window is resized void init(); //called in winmain when the program starts. void processKeys(Car& car); //called in winmain to process keyboard input void update(Car& car); //called in winmain to update variables /************* START OF OPENGL FUNCTIONS ****************/ void display(const Car& car) { const float w = 50.0f; const float h = 50.0f; glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glTranslatef(100, 100, 0); glBegin(GL_POLYGON); glVertex2f(car.x, car.y); glVertex2f(car.x + w, car.y); glVertex2f(car.x + w, car.y + h); glVertex2f(car.x, car.y + h); glEnd(); glFlush(); } void reshape(int width, int height) // Resize the OpenGL window { screenWidth = width; screenHeight = height; // to ensure the mouse coordinates match // we will use these values to set the coordinate system glViewport(0, 0, width, height); // Reset the current viewport glMatrixMode(GL_PROJECTION); // select the projection matrix stack glLoadIdentity(); // reset the top of the projection matrix to an identity matrix gluOrtho2D(0, screenWidth, 0, screenHeight); // set the coordinate system for the window glMatrixMode(GL_MODELVIEW); // Select the modelview matrix stack glLoadIdentity(); // Reset the top of the modelview matrix to an identity matrix } void init() { glClearColor(1.0, 1.0, 0.0, 0.0); //sets the clear colour to yellow //glClear(GL_COLOR_BUFFER_BIT) in the display function //will clear the buffer to this colour. } void processKeys(Car& car) { if (keys[VK_UP]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += cdx; car.dy += cdy; } if (keys[VK_DOWN]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += -cdx; car.dy += -cdy; } if (keys[VK_LEFT]) { car.ang -= 2; } if (keys[VK_RIGHT]) { car.ang += 2; } } void update(Car& car) { car.x += car.dx*next_game_tick; } My WinMain code:
      /******************* WIN32 FUNCTIONS ***************************/ 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 Car car; car.x = 220; car.y = 140; car.dx = 0; car.dy = 0; car.ang = 0; AllocConsole(); FILE *stream; freopen_s(&stream, "CONOUT$", "w", stdout); // Create Our OpenGL Window if (!CreateGLWindow("OpenGL Win32 Example",screenWidth,screenHeight)) { 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 break; } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { if(keys[VK_ESCAPE]) done = true; void processKeys(Car& car); //process keyboard while (game_is_running) { loops = 0; while (GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update(car); // update variables next_game_tick += SKIP_TICKS; loops++; } display(car); // Draw The Scene SwapBuffers(hDC); // Swap Buffers (Double Buffering) } } } // Shutdown KillGLWindow(); // Kill The Window return (int)(msg.wParam); // Exit The Program } //WIN32 Processes function - useful for responding to user inputs or other events. 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_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } break; case WM_SIZE: // Resize The OpenGL Window { reshape(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } break; case WM_LBUTTONDOWN: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); LeftPressed = true; } break; case WM_LBUTTONUP: { LeftPressed = false; } break; case WM_MOUSEMOVE: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); } break; case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = true; // If So, Mark It As TRUE return 0; // Jump Back } break; case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = false; // If So, Mark It As FALSE return 0; // Jump Back } break; } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); }  
      game.cpp
    • By lxjk
      Hi guys,
      There are many ways to do light culling in tile-based shading. I've been playing with this idea for a while, and just want to throw it out there.
      Because tile frustums are general small compared to light radius, I tried using cone test to reduce false positives introduced by commonly used sphere-frustum test.
      On top of that, I use distance to camera rather than depth for near/far test (aka. sliced by spheres).
      This method can be naturally extended to clustered light culling as well.
      The following image shows the general ideas

       
      Performance-wise I get around 15% improvement over sphere-frustum test. You can also see how a single light performs as the following: from left to right (1) standard rendering of a point light; then tiles passed the test of (2) sphere-frustum test; (3) cone test; (4) spherical-sliced cone test
       

       
      I put the details in my blog post (https://lxjk.github.io/2018/03/25/Improve-Tile-based-Light-Culling-with-Spherical-sliced-Cone.html), GLSL source code included!
       
      Eric
    • By Fadey Duh
      Good evening everyone!

      I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
      Basically I'm trying to find more compatible version of it.

      Thank you!
    • By Jens Eckervogt
      Hello guys, 
       
      Please tell me! 
      How do I know? Why does wavefront not show for me?
      I already checked I have non errors yet.
      using OpenTK; using System.Collections.Generic; using System.IO; using System.Text; namespace Tutorial_08.net.sourceskyboxer { public class WaveFrontLoader { private static List<Vector3> inPositions; private static List<Vector2> inTexcoords; private static List<Vector3> inNormals; private static List<float> positions; private static List<float> texcoords; private static List<int> indices; public static RawModel LoadObjModel(string filename, Loader loader) { inPositions = new List<Vector3>(); inTexcoords = new List<Vector2>(); inNormals = new List<Vector3>(); positions = new List<float>(); texcoords = new List<float>(); indices = new List<int>(); int nextIdx = 0; using (var reader = new StreamReader(File.Open("Contents/" + filename + ".obj", FileMode.Open), Encoding.UTF8)) { string line = reader.ReadLine(); int i = reader.Read(); while (true) { string[] currentLine = line.Split(); if (currentLine[0] == "v") { Vector3 pos = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inPositions.Add(pos); if (currentLine[1] == "t") { Vector2 tex = new Vector2(float.Parse(currentLine[1]), float.Parse(currentLine[2])); inTexcoords.Add(tex); } if (currentLine[1] == "n") { Vector3 nom = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inNormals.Add(nom); } } if (currentLine[0] == "f") { Vector3 pos = inPositions[0]; positions.Add(pos.X); positions.Add(pos.Y); positions.Add(pos.Z); Vector2 tc = inTexcoords[0]; texcoords.Add(tc.X); texcoords.Add(tc.Y); indices.Add(nextIdx); ++nextIdx; } reader.Close(); return loader.loadToVAO(positions.ToArray(), texcoords.ToArray(), indices.ToArray()); } } } } } And It have tried other method but it can't show for me.  I am mad now. Because any OpenTK developers won't help me.
      Please help me how do I fix.

      And my download (mega.nz) should it is original but I tried no success...
      - Add blend source and png file here I have tried tried,.....  
       
      PS: Why is our community not active? I wait very longer. Stop to lie me!
      Thanks !
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OpenGL Opengl ES on Windows 8 using EGL

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Hi,

I am trying to make a cross platform graphics engine where I could write a library test it on my desktop with windows 8 and use the same library with Android/Iphone.(Including OpenGL ES libs ofcourse). As far as I am aware Android uses EGL to render images within a window (Correct me if I am wrong ). A lot of sources keep saying that EGL can be done on windows other say you need WGL, some others say Windows 8 can not support OpenGL ES at all. I also have an Nvidia card and only OpenGL ES libraries that I found are from AMD. Does anyone know what is the best way to get through this problem??

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well its not that hard as you think. First of all decide which es version you target, then you need to get somekind of wrapper that creates opengl window on every platform you can do that writing different codes for different platforms or use some kind of libs that provide this.

 

Then you just use only OpenGL functions that are avail in your ES version, nothing more nothing less

 

 

OpenGL will work the same way on all platforms if you will be using same functions.

 

 

So for windows you dont link es version you can link normal opengl lib provided with windows...

Edited by WiredCat

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Then you just use only OpenGL functions that are avail in your ES version, nothing more nothing less
OpenGL will work the same way on all platforms if you will be using same functions.

 

well almost... except for vendor specific bugs and slight differences between versions...

There are not many, but there are a few #ifdefs in our engine if you run it on  "normal" GL instead of GLES. Mostly because of different enum names. Then some function which for some reason has an f for float on the end on GLES but not on GL.

There are also #ifdefs if you run on GLES for android, or GLES for iOS... (again different enum names)

 

Also the shader code had to be slightly modified before the opengl driver liked it.

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wlll i know that glClearColorf is for es and glClearColor for normal one (not sure if theres glClearColorf for ogl too) but you can typename so it will point onto another,

actually es shader code looks liek be more strict so ogl will eat it.

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Thank you everyone for your time and replies.
 

Found this link a couple of days ago when a similar question was asked: http://www.g-truc.net/post-0457.html

This very link I also found whilst researching, it said I cannot run EGL or WGL on Windows 8 ....
 

 

well its not that hard as you think. First of all decide which es version you target, then you need to get somekind of wrapper that creates opengl window on every platform you can do that writing different codes for different platforms or use some kind of libs that provide this.

 

Then you just use only OpenGL functions that are avail in your ES version, nothing more nothing less

 

 

OpenGL will work the same way on all platforms if you will be using same functions.

 

 

So for windows you dont link es version you can link normal opengl lib provided with windows...

I am planning on using OpenGL ES 2.0 ...How would I know which functions are supported in ES 2.0 and which are not if I am using openGL ... I mainly used Glut and glew before to run a small graphics engine on a pc but I can no longer use this in Android as android uses EGL, also the plan is making it compatible with ios in future. what is the most efficient approach you can suggest from your experience? What kind of libraries should I use ?

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list of functions supported by opengl es 2.0

https://www.khronos.org/opengles/sdk/docs/man/

 

 

additionally

 

opengl es 2.0 GL SL shading lang list:

https://www.khronos.org/opengles/sdk/docs/reference_cards/OpenGL-ES-2_0-Reference-card.pdf

 

 

 

please note that even when ES 3.0 device is bacward compatible its not always true, and you will have to rewrite shader s ES 3.0 could read that. (goo way to avoid such thing is not to name variables as "texture" becasue its reserved word for es 3.0 glsl

and actually use mediump highp lowp defines : )

Edited by WiredCat

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it said I cannot run EGL or WGL on Windows 8 ....

 

Think it says Windows RT, which only goes if you buy one of those Surface tablets with an ARM processor or a Windows Phone. If you have a desktop then it most definitely runs OpenGL as well as anything, a long as you have the Nvidia graphics card driver installed

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You might want to consider using this: http://community.imgtec.com/developers/powervr/tools/pvrvframe/

 

It's a library from PowerVR, who design the GPUs used by iOS devices and many of those in Android devices. It lets you use GLES on desktop, and apparently interfaces pretty well with some of their performance analysis tools so you can even do some optimisation work on desktop (although you should always measure on a target device).

 

I should say that I haven't used it yet, but I'm planning to try it out. I'm not sure how good of an idea it'd be to use it if you're planning to release on Windows though, at the very least you'd need to carefully read the license agreement, I'm hoping to use it purely to speed up development of mobile-only projects.

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it said I cannot run EGL or WGL on Windows 8 ....

 

Think it says Windows RT, which only goes if you buy one of those Surface tablets with an ARM processor or a Windows Phone. If you have a desktop then it most definitely runs OpenGL as well as anything, a long as you have the Nvidia graphics card driver installed

 


I apologize I did not read that carefully, yes you are correct.


I was trying to go to the basics and at least use opengl in a window (WIN32_API). I managed to create a blank window and supposedly an Opengl context. But I cannot understand how do you use the context, I could not even change the color...
 

#include <Windows.h>
#include <gl\GL.h>
#include <iostream>

#pragma comment(lib , "opengl32.lib")

bool InitMainWindow(HINSTANCE, int);

LRESULT CALLBACK MsgProc(HWND, UINT, WPARAM, LPARAM);

const int WIDTH = 800;
const int HEIGHT= 600;

HWND hwnd = NULL;

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
	if (!InitMainWindow(hInstance, nCmdShow))
	return 1;

	MSG msg = { 0 };
	HDC hdc = GetDC(hwnd);

	while (WM_QUIT != msg.message)
	{
		if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
	}
	return 0;

}


bool InitMainWindow(HINSTANCE hInstance, int nCmdShow)
{
	WNDCLASSEX wcex;

	wcex.cbSize = sizeof(wcex);
	wcex.style = CS_HREDRAW | CS_VREDRAW;
	wcex.cbClsExtra = 0;
	wcex.cbWndExtra = 0;


	wcex.lpfnWndProc = MsgProc;
	wcex.hInstance = hInstance;
	wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION);

	wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
	wcex.hbrBackground = (HBRUSH)GetStockObject(NULL_BRUSH);
	wcex.lpszClassName = "WIndow";
	wcex.lpszMenuName = NULL;
	wcex.hIconSm = LoadIcon(NULL, IDI_WINLOGO);

	if (!RegisterClassEx(&wcex))
	{
		return false;
	}

	hwnd = CreateWindow("WIndow", "Win32", WS_OVERLAPPEDWINDOW | WS_SYSMENU | WS_CAPTION
		, GetSystemMetrics(SM_CXSCREEN) / 2 - WIDTH / 2,
		GetSystemMetrics(SM_CYSCREEN) / 2 - HEIGHT / 2,
		WIDTH,
		HEIGHT,
		(HWND)NULL,
		(HMENU)NULL,
		hInstance,
		(LPVOID*)NULL
		);

	if (!hwnd)
		return false;


	ShowWindow(hwnd, nCmdShow);
	return true;

}

LRESULT CALLBACK MsgProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
	switch (msg)
	{
	case WM_CREATE:
	{
 		PIXELFORMATDESCRIPTOR pfd =
		{
			sizeof(PIXELFORMATDESCRIPTOR),
			1,
			PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,    //Flags
			PFD_TYPE_RGBA,            //The kind of framebuffer. RGBA or palette.
			32,                        //Colordepth of the framebuffer.
			0, 0, 0, 0, 0, 0,
			0,
			0,
			0,
			0, 0, 0, 0,
			24,                        //Number of bits for the depthbuffer
			8,                        //Number of bits for the stencilbuffer
			0,                        //Number of Aux buffers in the framebuffer.
			PFD_MAIN_PLANE,
			0,
			0, 0, 0
		};

		HDC ourWindowHandleToDeviceContext = GetDC(hwnd);

		int  letWindowsChooseThisPixelFormat;
		letWindowsChooseThisPixelFormat = ChoosePixelFormat(ourWindowHandleToDeviceContext, &pfd);
		SetPixelFormat(ourWindowHandleToDeviceContext, letWindowsChooseThisPixelFormat, &pfd);

		HGLRC ourOpenGLRenderingContext = wglCreateContext(ourWindowHandleToDeviceContext);
		bool value = wglMakeCurrent(ourWindowHandleToDeviceContext, ourOpenGLRenderingContext);

		
		while (1)
		{
			glClearColor(0.0f, 1.0f, 0.0f, 0.0f);
		}
		//MessageBoxA(0, (char*)glGetString(GL_VERSION), "OPENGL VERSION", 0);

		wglDeleteContext(ourOpenGLRenderingContext);
		PostQuitMessage(0);
	}
	break;

	case WM_DESTROY: //recieved destroy msg
		PostQuitMessage(0);
		return 0;
	}

	return DefWindowProc(hwnd, msg, wparam, lparam);


}




 

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