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About AmeNeko

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  1. SDL_WINDOWID win32 broken?

    I found a workaround.
  2. I'm trying to port an emulator. I have it rendering fine in its own window, but SDL is completely ignoring the SDL_WINDOWID env. variable and I was wondering if anyone had any input. As best as I can tell I'm doing it correctly. The code is as follows: <code> char buf[100]; sprintf(buf, "SDL_WINDOWID=%d", hWndMain); _putenv(buf); if(SDL_Init(SDL_INIT_VIDEO)<0) { exit(0); } </code> Where hWndMain is the primary app window. A little bit later on I make a call to SDL_SetVideoMode and it pops up its own window. A call to 'getenv' shows that its setting the value correctly and pulling it back just fine. I've tried 'putenv', '_putenv', and the win32 call 'SetEnvironmentVariable' to no avail. I've tried in just about every place I can think to do it and it doesn't work. I googled a night away and asked around wherever I could find but no one can seem to help me. For the record, the app has its own WinMain and I dont _have_ to link against 'SDL_main.lib'. I'm running WinXP with no SP's, SDL 1.2.8 and VS.NET 2003. It appears to have worked correctly in older versions of SDL but, I dunno.
  3. Oh I'm dumb ;) Was clearing the depth buffer incorrectly anyway. No problems now. I always find the answer to my problem after I ask someone heh...
  4. Yeah I had fiddled around with that setting a bit, if its anything but GREATER(no text) or GEQUAL(shows everything) I get nothing at all. I'm using data I generate in Blender, then export to my own format containing a list of all verts and a list of faces containing indices to each vert.
  5. Ok so the deal is, if I load and display a complex object everything seems ok. But when I rotate the object, faces that should be at the back(facing the camera, not facing back, just covered by other polys) are showing through to the front. Back face culling and depth sorting are both on... glDepthFunc(GL_GEQUAL); glCullFace(GL_BACK); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE);