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      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.

Varien

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  1. Problem solved. When I was just about to give up on finding the error for now, I found out it had issues with the glGenTextures() command, it won't work for my version of the tutorials' project seeing as he passes as parameter to the section glGenTextures() is in, causing it to create 3 different textures stored in texture[0], texture[1], and texture[2]. Mine doesn't pass any of those parameters, but instead only stores "Crate.bmp" into textures[0], so when it's overwritten by glGenTextures(), it's overwritten with a blank mesh. Bit of an obscure error, but at least I fixed it.
  2. I've just gotten started in 3D programming, and have tried learning as much as I can, and it's been working pretty well. The issue I'm having is, as the title suggests, any objects I try and instantiate in my test environment are only appearing white. This isn't an issue I used to have. In the last tutorial I followed, it covered texture mapping, and everything worked fine, I had a cube that had textures mapped to its' surfaces, and all was right with the world. Only after I followed the next tutorial in the series, here: [url="http://nehe.gamedev.net/tutorial/texture_filters_lighting__keyboard_control/15002/"]http://nehe.gamedev...._control/15002/[/url], did I have this problem (NOTE: the "LoadGLTextures()" int in the tutorial is outdated! Using SOIL is a much easier alternative that the person who wrote the tutorial even asks you to use in the texture mapping tutorial). I'm not sure what I added to cause the objects to appear white, but it has to be something in that tutorial I linked. Now, I've looked all through that tutorial, and I can't see anything that I added that would have caused this. I even copy/pasted the tutorials' code into my project to test it, then deleted it afterwards, and there was still nothing but a white cube being displayed. Does ANYONE know how to fix this? Code: [CODE] #include <windows.h> #include <stdio.h> #include <SDL\gl.h> #include <SDL\glu.h> #include <SDL\glaux.h> #include <SDL\SOIL.h> HDC hDC=NULL; HGLRC hRC=NULL; HWND hWnd=NULL; HINSTANCE hInstance; bool keys[256]; bool active=TRUE; bool fullscreen=TRUE; bool light; bool lp, fp; GLfloat xrot; GLfloat yrot; GLfloat xspeed; GLfloat yspeed; GLfloat z=-5.0f; GLfloat LightAmbient[]={0.5f,0.5f,0.5f,1.0f}; GLfloat LightDiffuse[]={1.0f,1.0f,1.0f,1.0f}; GLfloat LightPosition[]={0.0f,0.0f,2.0f,1.0f}; GLuint filter; GLuint texture[3]; LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); int LoadGLTextures(){ texture[0]=SOIL_load_OGL_texture("Resources/Crate.bmp",SOIL_LOAD_AUTO,SOIL_CREATE_NEW_ID,SOIL_FLAG_INVERT_Y); if(texture[0]==0){return false;} glGenTextures(3,&texture[0]); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glBindTexture(GL_TEXTURE_2D, texture[2]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); return true; } 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); glLoadIdentity(); } int InitGL(GLvoid){ if(!LoadGLTextures()){return false;} glEnable(GL_TEXTURE_2D); glShadeModel(GL_SMOOTH); glClearColor(0.0f, 0.0f, 0.0f, 0.5f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); glEnable(GL_LIGHT1); return true; } int DrawGLScene(GLvoid){ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0.0f,0.0f,z); glRotatef(xrot,1.0f,0.0f,0.0f); glRotatef(yrot,0.0f,1.0f,0.0f); glBindTexture(GL_TEXTURE_2D, texture[filter]); glBegin(GL_QUADS); glNormal3f( 0.0f, 0.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Back Face glNormal3f( 0.0f, 0.0f,-1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Face glNormal3f( 0.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Bottom Face glNormal3f( 0.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Right face glNormal3f( 1.0f, 0.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Left Face glNormal3f(-1.0f, 0.0f, 0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glEnd(); xrot+=xspeed; yrot+=yspeed; return true; } GLvoid KillGLWindow(GLvoid){ if(fullscreen) {ChangeDisplaySettings(NULL,0); ShowCursor(TRUE);} if(hRC) {if(!wglMakeCurrent(NULL,NULL)){ MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);} if (!wglDeleteContext(hRC)){ MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);} hRC=NULL;} if(hDC && !ReleaseDC(hWnd,hDC)) {MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hDC=NULL;} if (hWnd && !DestroyWindow(hWnd)) {MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hWnd=NULL;} if(!UnregisterClass("OpenGL",hInstance)){ MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hInstance=NULL;}} BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag){ GLuint PixelFormat; WNDCLASS wc; DWORD dwExStyle; DWORD dwStyle; RECT WindowRect; WindowRect.left=(long)0; WindowRect.right=(long)width; WindowRect.top=(long)0; WindowRect.bottom=(long)height; fullscreen=fullscreenflag; hInstance = GetModuleHandle(NULL); wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; wc.lpfnWndProc = (WNDPROC) WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = NULL; wc.lpszMenuName = NULL; wc.lpszClassName = "OpenGL"; if (!RegisterClass(&wc)){ MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE;} if (fullscreen){ DEVMODE dmScreenSettings; memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); dmScreenSettings.dmSize=sizeof(dmScreenSettings); dmScreenSettings.dmPelsWidth = width; dmScreenSettings.dmPelsHeight = height; dmScreenSettings.dmBitsPerPel = bits; dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT; if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL){ 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;} else{ MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP); return false;}}} if (fullscreen){ dwExStyle=WS_EX_APPWINDOW; dwStyle=WS_POPUP; ShowCursor(FALSE);} else{ dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; dwStyle=WS_OVERLAPPEDWINDOW;} AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Create The Window if (!(hWnd=CreateWindowEx( dwExStyle, "OpenGL", title, dwStyle | WS_CLIPSIBLINGS | WS_CLIPCHILDREN, 0, 0, WindowRect.right-WindowRect.left, WindowRect.bottom-WindowRect.top, NULL, NULL, hInstance, NULL))){ KillGLWindow(); MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE;} static PIXELFORMATDESCRIPTOR pfd={ 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))){ KillGLWindow(); MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return false;} if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))){ KillGLWindow(); MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return false;} if(!SetPixelFormat(hDC,PixelFormat,&pfd)){ KillGLWindow(); MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return false;} if (!(hRC=wglCreateContext(hDC))){ KillGLWindow(); MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return false;} if(!wglMakeCurrent(hDC,hRC)){ KillGLWindow(); MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return false;} ShowWindow(hWnd,SW_SHOW); SetForegroundWindow(hWnd); SetFocus(hWnd); ReSizeGLScene(width, height); if (!InitGL()){ KillGLWindow(); MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE;} return true;} LRESULT CALLBACK WndProc(HWND hWnd,UINT uMsg,WPARAM wParam,LPARAM lParam){ switch (uMsg){ case WM_ACTIVATE:{ if (!HIWORD(wParam)){ active=TRUE;} else{ active=FALSE;} return 0;} case WM_SYSCOMMAND:{ switch (wParam){ case SC_SCREENSAVE: case SC_MONITORPOWER: return 0;} break;} case WM_CLOSE:{ PostQuitMessage(0); return 0;} case WM_KEYDOWN:{ keys[wParam] = TRUE; return 0;} case WM_KEYUP:{ keys[wParam] = FALSE; return 0;} case WM_SIZE:{ ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); return 0;}} return DefWindowProc(hWnd,uMsg,wParam,lParam); } int WINAPI WinMain( HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow){ MSG msg; BOOL done=FALSE; if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO){fullscreen=FALSE;} if (!CreateGLWindow("OpenGL Game Testing Framework",640,480,16,fullscreen)){return 0;} while(!done){if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)){ if (msg.message==WM_QUIT){done=TRUE;} else{TranslateMessage(&msg); DispatchMessage(&msg);}} else{if (active){if (keys[VK_ESCAPE]){ done=TRUE;} else{DrawGLScene(); SwapBuffers(hDC); if (keys['L'] && !lp){ lp=TRUE; light=!light; if (!light){glDisable(GL_LIGHTING);} else{glEnable(GL_LIGHTING);}} if (!keys['L']){lp=FALSE;} if(keys['F']&&!fp){fp=true; filter+=1; if(filter>2){filter=0;}} if(!keys['F']){fp=false;} if(keys[VK_PRIOR]){z-=0.02f;} if(keys[VK_NEXT]){z+=0.02f;} if(keys[VK_UP]){xspeed-=0.01f;} if(keys[VK_DOWN]){xspeed+=0.01f;} if(keys[VK_RIGHT]){yspeed+=0.01f;} if(keys[VK_LEFT]){yspeed-=0.01f;} if(keys['Q']){xspeed=0.0f; yspeed=0.0f;} }} if (keys[VK_F1]) {keys[VK_F1]=FALSE; KillGLWindow(); fullscreen=!fullscreen; if (!CreateGLWindow("OpenGL Game Testing Framework",640,480,16,fullscreen)){return 0;}}}} KillGLWindow(); return (msg.wParam); } [/CODE]