Thread: OpenGL function

  1. #1
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    OpenGL function

    Hey.
    I just started out learning openGL and I am trying to make a function to make 3d cubes with + set their color.
    However I ran into a little problem that I hope someone can help out with...now..I got this function :

    Code:
    void cube(char color1[256])
    {
    glColor3f(color1[256]);
    (+ all the rest for the cube)
    }
    The problem is that my compiler tells me that glColor3f takes 3 parrameters, wich is true, however i just want it to take one, the one my function takes.
    Hope someone understand what I mean
    Its all a matter of willpower

  2. #2
    Registered User heat511's Avatar
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    try
    Code:
    void cube(unsigned int red, unsigned int blue, unsigned int green)
    {
         glColor3f(red, blue, green);
    }
    you need to pass 3 rgb component values to get true color variation (at least i can't think of another way).
    "uh uh uh, you didn't say the magic word"
    -Jurassic Park

  3. #3
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    Getting a warning (or 3 warnings one for each color I guess) if I do that.. :

    conversion from 'unsigned int' to 'float', possible loss of data

    However, if I chose to compile and run it anyway it works.
    Its all a matter of willpower

  4. #4
    Registered User heat511's Avatar
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    well yea my bad try
    Code:
    void cube(unsigned float red, unsigned float blue, unsigned float green)
    {
         glColor3f(red, blue, green);
    }
    unsigned (if you didn't know) makes it so the variable can only store positive values. anyway, then you'll want to pass values from 0.0 to 1.0 as normal, unless you set it so it excepts values from 1 to 256 (which i assumed you did b/c of the way you declared color[256]). but yeah, just use the above code and it should get rid of those errors.
    "uh uh uh, you didn't say the magic word"
    -Jurassic Park

  5. #5
    Registered User heat511's Avatar
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    hmmm several general things i was thinking of. for the box code you may want to try a slightly different approach.

    Code:
    void creatcorner(unsigned int red, unsigned int blue, unsigned int green, unsigned float cornerx, unsigned float cornery, unsigned float cornerz)
    {
         glColor3f(red, blue, green);
         glVertex3f(cornerx, cornery, cornerz);
    }
    now you can just call this function 4 times to create a cube.
    "uh uh uh, you didn't say the magic word"
    -Jurassic Park

  6. #6
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    ah yes, very good idea.

    But i am still getting a warrning when i try to use it.

    "conversion from 'const double' to 'unsigned int', possible loss of data"
    Its all a matter of willpower

  7. #7
    Registered User heat511's Avatar
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    Quote Originally Posted by Oluf
    ah yes, very good idea.

    But i am still getting a warrning when i try to use it.

    "conversion from 'const double' to 'unsigned int', possible loss of data"
    when you use unsigned float it says the above?

    sorry im running to my next class, be back in a couple hours lol
    "uh uh uh, you didn't say the magic word"
    -Jurassic Park

  8. #8
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    yep when I use the :

    Code:
    void creatcorner(
    		 unsigned int red, 
    		 unsigned int blue, 
    		 unsigned int green, 
    		 unsigned float cornerx, 
    		 unsigned float cornery, 
    		 unsigned float cornerz)
    {
         glColor3f(red, blue, green);
         glVertex3f(cornerx, cornery, cornerz);
    }
    And then try to create with :

    Code:
    creatcorner(1.0,0.0,0.0, 1,5,0);
    I get the error on the line where I use the function.

    Thanks a lot for helping me out, no way I would be able to figure this stuff out myself
    Its all a matter of willpower

  9. #9
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    glColor3fv

  10. #10
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    Wich does what?
    Its all a matter of willpower

  11. #11
    Registered User heat511's Avatar
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    Code:
    glBegin(GL_QUADS);
            createcorner(1.0,0.0,0.0, 0,-5,0);
            createcorner(1.0,0.0,0.0, 0,7,0);
            createcorner(1.0,0.0,0.0, -1,7,0);
            createcorner(1.0,0.0,0.0, -1,-5,0);
    glEnd();
    you have to put the function call inside a glBegin statement. I'm still really not sure how to get rid of the warnings...
    "uh uh uh, you didn't say the magic word"
    -Jurassic Park

  12. #12
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    Ah yeah of cuase

    But, something is wrong (sorry, but I am new to this thing hehe)

    If i try and copy the code you posted above and run then I just get a black screen, I tryed putting in an other color and make it an other place but still nothing
    Its all a matter of willpower

  13. #13
    Registered User heat511's Avatar
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    hmmmm where is your basecode coming from, nehe?

    go ahead and post your entire code. ill bet your modelview matrix isn't showing the polygon.
    "uh uh uh, you didn't say the magic word"
    -Jurassic Park

  14. #14
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    Yep its from Nehe, but i made some edits in some of it.
    As you can guess my entire code is kind of long, cant you explain what pit it is you think there is a bug in?
    Its all a matter of willpower

  15. #15
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    I guess its better to post it all....might be curz i messed around a bit with it all so :


    Code:
    /*
     *		This Code Was Created By Jeff Molofee 2000
     *		A HUGE Thanks To Fredric Echols For Cleaning Up
     *		And Optimizing The Base Code, Making It More Flexible!
     *		If You've Found This Code Useful, Please Let Me Know.
     *		Visit My Site At nehe.gamedev.net
     */
    
    #include <windows.h>		// Header File For Windows
    #include <gl\gl.h>			// Header File For The OpenGL32 Library
    #include <gl\glu.h>			// Header File For The GLu32 Library
    #include <gl\glaux.h>		// Header File For The Glaux Library
    #include "functions.h"
    
    HDC			hDC=NULL;		// Private GDI Device Context
    HGLRC		hRC=NULL;		// Permanent Rendering Context
    HWND		hWnd=NULL;		// Holds Our Window Handle
    HINSTANCE	hInstance;		// Holds The Instance Of The Application
    
    bool	keys[256];			// Array Used For The Keyboard Routine
    bool	active=TRUE;		// Window Active Flag Set To TRUE By Default
    bool	fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Default
    double		rotate1=1.0;
    
    
    GLfloat	rtri;				// Angle For The Triangle ( NEW )
    GLfloat	rquad;				// Angle For The Quad ( NEW )
    GLfloat rtriup;				//up
    GLfloat rtridown;			//Down
    GLfloat rtrileft;
    
    LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc
    
    GLvoid ReSizeGLScene(GLsizei width, GLsizei height)		// Resize And Initialize The GL Window
    {
    	if (height==0)										// Prevent A Divide By Zero By
    	{
    		height=1;										// Making Height Equal One
    	}
    
    	glViewport(0,0,width,height);						// Reset The Current Viewport
    
    	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
    	glLoadIdentity();									// Reset The Projection Matrix
    
    	// Calculate The Aspect Ratio Of The Window
    	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
    
    	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
    	glLoadIdentity();									// Reset The Modelview Matrix
    }
    
    int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
    {
    	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
    	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
    	glClearDepth(1.0f);									// Depth Buffer Setup
    	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
    	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
    	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
    	return TRUE;										// Initialization Went OK
    }
    
    //All the fun stuff go here <----------
    int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
    {
    	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
    	glLoadIdentity();									// Reset The Current Modelview Matrix
    	glTranslatef(-1.5f,0.0f,-6.0f);						// Move Left 1.5 Units And Into The Screen 6.0
    	
    	glRotatef(rtri,0.0f,1.0f,0.0f);						// Rotate The Triangle On The Y axis ( NEW )
    	glRotatef(rtriup,1.0f,0.0f,0.0f);
    	glRotatef(rtridown, -1.0f,0.0f,0.0f);
    	glRotatef(rtrileft, 0.0f, -1.0f,0.0f);
    	
    	glBegin(GL_TRIANGLES);								// Start Drawing A Triangle
    		glColor3f(1.0f,0.0f,0.0f);						// Red
    		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Front)
    		glColor3f(0.0f,1.0f,0.0f);						// Green
    		glVertex3f(-1.0f,-1.0f, 1.0f);					// Left Of Triangle (Front)
    		glColor3f(0.0f,0.0f,1.0f);						// Blue
    		glVertex3f( 1.0f,-1.0f, 1.0f);					// Right Of Triangle (Front)
    		glColor3f(1.0f,0.0f,0.0f);						// Red
    		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Right)
    		glColor3f(0.0f,0.0f,1.0f);						// Blue
    		glVertex3f( 1.0f,-1.0f, 1.0f);					// Left Of Triangle (Right)
    		glColor3f(0.0f,1.0f,0.0f);						// Green
    		glVertex3f( 1.0f,-1.0f, -1.0f);					// Right Of Triangle (Right)
    		glColor3f(1.0f,0.0f,0.0f);						// Red
    		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Back)
    		glColor3f(0.0f,1.0f,0.0f);						// Green
    		glVertex3f( 1.0f,-1.0f, -1.0f);					// Left Of Triangle (Back)
    		glColor3f(0.0f,0.0f,1.0f);						// Blue
    		glVertex3f(-1.0f,-1.0f, -1.0f);					// Right Of Triangle (Back)
    		glColor3f(1.0f,0.0f,0.0f);						// Red
    		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Left)
    		glColor3f(0.0f,0.0f,1.0f);						// Blue
    		glVertex3f(-1.0f,-1.0f,-1.0f);					// Left Of Triangle (Left)
    		glColor3f(0.0f,1.0f,0.0f);						// Green
    		glVertex3f(-1.0f,-1.0f, 1.0f);					// Right Of Triangle (Left)
    	glEnd();											// Done Drawing The Pyramid
    
    	glLoadIdentity();									// Reset The Current Modelview Matrix
    	glTranslatef(1.5f,0.0f,-7.0f);						// Move Right 1.5 Units And Into The Screen 7.0
    	
    	glRotatef(rquad,1.0f,1.0f,1.0f);					// Rotate The Quad On The X axis ( NEW )
    	
    										
    
    		glBegin(GL_QUADS);        
    		createcorner(1.0,0.0,0.0, 0,-5,0);
            createcorner(1.0,0.0,0.0, 0,7,0);
            createcorner(1.0,0.0,0.0, -2,7,0);
            createcorner(1.0,0.0,0.0, -2,-5,0);
    		glEnd();
    
    
    		
    
    
    
    
    
    	rquad-=0.15f;						// Decrease The Rotation Variable For The Quad     ( NEW )
    
    	return TRUE;										// Keep Going
    }
    
    GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window
    {
    	if (fullscreen)										// Are We In Fullscreen Mode?
    	{
    		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop
    		ShowCursor(TRUE);								// Show Mouse Pointer
    	}
    
    	if (hRC)											// Do We Have A Rendering Context?
    	{
    		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
    		{
    			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		}
    
    		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
    		{
    			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		}
    		hRC=NULL;										// Set RC To NULL
    	}
    
    	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
    	{
    		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		hDC=NULL;										// Set DC To NULL
    	}
    
    	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
    	{
    		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		hWnd=NULL;										// Set hWnd To NULL
    	}
    
    	if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
    	{
    		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		hInstance=NULL;									// Set hInstance To NULL
    	}
    }
    
    /*	This Code Creates Our OpenGL Window.  Parameters Are:					*
     *	title			- Title To Appear At The Top Of The Window				*
     *	width			- Width Of The GL Window Or Fullscreen Mode				*
     *	height			- Height Of The GL Window Or Fullscreen Mode			*
     *	bits			- Number Of Bits To Use For Color (8/16/24/32)			*
     *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/
     
    BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
    {
    	GLuint		PixelFormat;			// Holds The Results After Searching For A Match
    	WNDCLASS	wc;						// Windows Class Structure
    	DWORD		dwExStyle;				// Window Extended Style
    	DWORD		dwStyle;				// Window Style
    	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
    	WindowRect.left=(long)0;			// Set Left Value To 0
    	WindowRect.right=(long)width;		// Set Right Value To Requested Width
    	WindowRect.top=(long)0;				// Set Top Value To 0
    	WindowRect.bottom=(long)height;		// Set Bottom Value To Requested Height
    
    	fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag
    
    	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
    	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
    	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
    	wc.cbClsExtra		= 0;									// No Extra Window Data
    	wc.cbWndExtra		= 0;									// No Extra Window Data
    	wc.hInstance		= hInstance;							// Set The Instance
    	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
    	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
    	wc.hbrBackground	= NULL;									// No Background Required For GL
    	wc.lpszMenuName		= NULL;									// We Don't Want A Menu
    	wc.lpszClassName	= "OpenGL";								// Set The Class Name
    
    	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
    	{
    		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;											// Return FALSE
    	}
    	
    	if (fullscreen)												// Attempt Fullscreen Mode?
    	{
    		DEVMODE dmScreenSettings;								// Device Mode
    		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
    		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
    		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
    		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
    		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
    		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
    
    		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
    		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
    		{
    			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
    			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;		// Windowed Mode Selected.  Fullscreen = FALSE
    			}
    			else
    			{
    				// Pop Up A Message Box Letting User Know The Program Is Closing.
    				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
    				return FALSE;									// Return FALSE
    			}
    		}
    	}
    
    	if (fullscreen)												// Are We Still In Fullscreen Mode?
    	{
    		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
    		dwStyle=WS_POPUP;										// Windows Style
    		ShowCursor(FALSE);										// Hide Mouse Pointer
    	}
    	else
    	{
    		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
    		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
    	}
    
    	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size
    
    	// Create The Window
    	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
    								"OpenGL",							// Class Name
    								title,								// Window Title
    								dwStyle |							// Defined Window Style
    								WS_CLIPSIBLINGS |					// Required Window Style
    								WS_CLIPCHILDREN,					// Required Window Style
    								0, 0,								// Window Position
    								WindowRect.right-WindowRect.left,	// Calculate Window Width
    								WindowRect.bottom-WindowRect.top,	// Calculate Window Height
    								NULL,								// No Parent Window
    								NULL,								// No Menu
    								hInstance,							// Instance
    								NULL)))								// Dont Pass Anything To WM_CREATE
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	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
    		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)))							// Did We Get A Device Context?
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	ShowWindow(hWnd,SW_SHOW);						// Show The Window
    	SetForegroundWindow(hWnd);						// Slightly Higher Priority
    	SetFocus(hWnd);									// Sets Keyboard Focus To The Window
    	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen
    
    	if (!InitGL())									// Initialize Our Newly Created GL Window
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	return TRUE;									// Success
    }
    
    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_ACTIVATE:							// Watch For Window Activate Message
    		{
    			// LoWord Can Be WA_INACTIVE, WA_ACTIVE, WA_CLICKACTIVE,
    			// The High-Order Word Specifies The Minimized State Of The Window Being Activated Or Deactivated.
    			// A NonZero Value Indicates The Window Is Minimized.
    			if ((LOWORD(wParam) != WA_INACTIVE) && !((BOOL)HIWORD(wParam)))
    				active=TRUE;						// Program Is Active
    			else
    				active=FALSE;						// Program Is No Longer Active
    
    			return 0;								// Return To The Message Loop
    		}
    
    		case WM_SYSCOMMAND:							// Intercept System Commands
    		{
    			switch (wParam)							// Check System Calls
    			{
    				case SC_SCREENSAVE:					// Screensaver Trying To Start?
    				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
    				return 0;							// Prevent From Happening
    			}
    			break;									// Exit
    		}
    
    		case WM_CLOSE:								// Did We Receive A Close Message?
    		{
    			PostQuitMessage(0);						// Send A Quit Message
    			return 0;								// Jump Back
    		}
    
    		case WM_KEYDOWN:							// Is A Key Being Held Down?
    		{
    			keys[wParam] = TRUE;					// If So, Mark It As TRUE
    			return 0;								// Jump Back
    		}
    
    		case WM_KEYUP:								// Has A Key Been Released?
    		{
    			keys[wParam] = FALSE;					// If So, Mark It As FALSE
    			return 0;								// Jump Back
    		}
    
    		case WM_SIZE:								// Resize The OpenGL Window
    		{
    			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
    			return 0;								// Jump Back
    		}
    	}
    
    	// Pass All Unhandled Messages To DefWindowProc
    	return DefWindowProc(hWnd,uMsg,wParam,lParam);
    }
    
    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
    
    	// Ask The User Which Screen Mode They Prefer
    	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
    	{
    		fullscreen=FALSE;							// Windowed Mode
    	}
    
    	// Create Our OpenGL Window
    	if (!CreateGLWindow("NeHe's Solid Object Tutorial",640,480,16,fullscreen))
    	{
    		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
    			}
    			else									// If Not, Deal With Window Messages
    			{
    				TranslateMessage(&msg);				// Translate The Message
    				DispatchMessage(&msg);				// Dispatch The Message
    			}
    		}
    		else										// If There Are No Messages
    		{
    			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
    			if ((active && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
    			{
    				done=TRUE;							// ESC or DrawGLScene Signalled A Quit
    			}
    			else									// Not Time To Quit, Update Screen
    			{
    				SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
    			}
    
    			if (keys[VK_F1])						// Is F1 Being Pressed?
    			{
    				keys[VK_F1]=FALSE;					// If So Make Key FALSE
    				KillGLWindow();						// Kill Our Current Window
    				fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
    				// Recreate Our OpenGL Window
    				if (!CreateGLWindow("NeHe's Solid Object Tutorial",640,480,16,fullscreen))
    				{
    					return 0;						// Quit If Window Was Not Created
    				}
    			}
    
    			if (keys[VK_RIGHT])
    			{
    				rtri=rtri++;
    				
    
    			
    			}
    			if (keys[VK_UP])
    			{
    				rtriup+= 1.0f;
    			}
    			if (keys[VK_DOWN])
    			{
    				rtridown-=-1.0f;
    			}
    			if (keys[VK_LEFT])
    			{
    				rtrileft++;
    			}
    
    
    		
    		
    		
    		
    		
    		
    		}
    	}
    
    	// Shutdown
    	KillGLWindow();									// Kill The Window
    	return (msg.wParam);							// Exit The Program
    }
    Its all a matter of willpower

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