Why only 32x32? (OpenGL) [Please help]

This is a discussion on Why only 32x32? (OpenGL) [Please help] within the Game Programming forums, part of the General Programming Boards category; How come the images will only display when they are 32 by 32 pixles? When they are not, it just ...

  1. #1
    Registered User Queatrix's Avatar
    Join Date
    Apr 2005
    Posts
    1,342

    Question Why only 32x32? (OpenGL) [Please help]

    How come the images will only display when they are 32 by 32 pixles? When they are not, it just puts down white.

    Code:
    #include <windows.h>		// Header File For Windows
    #include <math.h>		// Header File For Windows Math Library
    #include <stdio.h>		// Header File For Standard Input/Output
    #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
    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
    bool masking=TRUE;		// Masking On/Off
    bool mp;		 // M Pressed?
    bool sp;		 // Space Pressed?
    bool scene;		 // Which Scene To Draw
    GLuint texture[5];		// Storage For Our Five Textures
    GLuint loop;		 // Generic Loop Variable
    GLfloat roll;		 // Rolling Texture
    GLfloat xrot;
    GLfloat xspeed = 0.2;
    GLfloat z = -5.0;
    GLfloat as01 = 0.5f;
    GLfloat as02 = 0.5f;
    GLfloat as03 = 2.5f;
    LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc
    AUX_RGBImageRec *LoadBMP(char *Filename)	 // Loads A Bitmap Image
    {
     FILE *File=NULL;	   // File Handle
     if (!Filename)		// Make Sure A Filename Was Given
     {
      return NULL;	   // If Not Return NULL
     }
     File=fopen(Filename,"r");	  // Check To See If The File Exists
     if (File)		// Does The File Exist?
     {
      fclose(File);	   // Close The Handle
      return auxDIBImageLoad(Filename);	// Load The Bitmap And Return A Pointer
     }
     return NULL;		// If Load Failed Return NULL
    }
    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 LoadGLTextures()		// Load Bitmaps And Convert To Textures
    {
     int Status=FALSE;	   // Status Indicator
     AUX_RGBImageRec *TextureImage[5];	 // Create Storage Space For The Texture Data
     memset(TextureImage,0,sizeof(void *)*5);	// Set The Pointer To NULL
     if ((TextureImage[0]=LoadBMP("Data/logo.bmp")) &&   // Logo Texture
    	 (TextureImage[1]=LoadBMP("Data/mask2.bmp")) &&   // First Mask
    	 (TextureImage[2]=LoadBMP("Data/image2.bmp")) &&   // First Image
    	 (TextureImage[3]=LoadBMP("Data/mask1.bmp")) &&   // Second Mask
    	 (TextureImage[4]=LoadBMP("Data/image1.bmp")))   // Second Image
     {
      Status=TRUE;	   // Set The Status To TRUE
      glGenTextures(5, &texture[0]);	 // Create Five Textures
      for (loop=0; loop<5; loop++)	 // Loop Through All 5 Textures
      {
    			glBindTexture(GL_TEXTURE_2D, texture[loop]);
       glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
       glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
       glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[loop]->sizeX, TextureImage[loop]->sizeY,
    	0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data);
      }
     }
     for (loop=0; loop<5; loop++)	  // Loop Through All 5 Textures
     {
      if (TextureImage[loop])	  // If Texture Exists
      {
       if (TextureImage[loop]->data)	// If Texture Image Exists
       {
    	free(TextureImage[loop]->data);   // Free The Texture Image Memory
       }
       free(TextureImage[loop]);	// Free The Image Structure
      }
     }
     return Status;		// Return The Status
    }
    int InitGL(GLvoid)		// All Setup For OpenGL Goes Here
    {
     if (!LoadGLTextures())	   // Jump To Texture Loading Routine
     {
      return FALSE;	   // If Texture Didn't Load Return FALSE
     }
     glClearColor(1.0f, 1.0f, 0.0f, 0.0f);	 // Clear The Background Color To Yellow
     glClearDepth(1.0);	   // Enables Clearing Of The Depth Buffer
     glEnable(GL_DEPTH_TEST);	  // Enable Depth Testing
     glShadeModel(GL_SMOOTH);	  // Enables Smooth Color Shading
     glEnable(GL_TEXTURE_2D);	  // Enable 2D Texture Mapping
     return TRUE;		// Initialization Went OK
    }
    int DrawGLScene(GLvoid)		// Here's Where We Do All The Drawing
    {
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);   // Clear The Screen And The Depth Buffer
     glLoadIdentity();	   // Reset The Modelview Matrix
     glTranslatef(0.0f,0.0f,-2.0f);	  // Move Into The Screen 5 Units
    	 glTranslatef(0.0f,0.0f,z);	  // Translate Into/Out Of The Screen By z
      glRotatef(xrot,1.0f,0.0f,0.0f);	  // Rotate On The X Axis By xrot
    	
    	glBindTexture(GL_TEXTURE_2D, texture[0]);	// Select Our Logo Texture
     glBegin(GL_QUADS);	   // Start Drawing A Textured Quad
      glTexCoord2f(0.0f, -roll+0.0f); glVertex3f(-1.1f, -1.1f,  0.0f); // Bottom Left
      glTexCoord2f(3.0f, -roll+0.0f); glVertex3f( 1.1f, -1.1f,  0.0f); // Bottom Right
      glTexCoord2f(3.0f, -roll+3.0f); glVertex3f( 1.1f,  1.1f,  0.0f); // Top Right
      glTexCoord2f(0.0f, -roll+3.0f); glVertex3f(-1.1f,  1.1f,  0.0f); // Top Left
     glEnd();		// Done Drawing The Quad
    	 xrot+=xspeed;		// Add xspeed To xrot
     glEnable(GL_BLEND);	   // Enable Blending
     glDisable(GL_DEPTH_TEST);	  // Disable Depth Testing
     if (masking)		// Is Masking Enabled?
     {
      glBlendFunc(GL_DST_COLOR,GL_ZERO);	// Blend Screen Color With Zero (Black)
     }
     if (scene)		// Are We Drawing The Second Scene?
     {
      glTranslatef(0.0f,0.0f,-1.0f);	 // Translate Into The Screen One Unit
      glRotatef(roll*360,0.0f,0.0f,1.0f);	// Rotate On The Z Axis 360 Degrees
      if (masking)	   // Is Masking On?
      {   glBindTexture(GL_TEXTURE_2D, texture[3]);  // Select The Second Mask Texture
       glBegin(GL_QUADS);	 // Start Drawing A Textured Quad
    	glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.1f, -1.1f,  0.0f); // Bottom Left
    	glTexCoord2f(as01, 0.0f); glVertex3f( 1.1f, -1.1f,  0.0f); // Bottom Right
    	glTexCoord2f(as01, as01); glVertex3f( 1.1f,  1.1f,  0.0f); // Top Right
    	glTexCoord2f(0.0f, as01); glVertex3f(-1.1f,  1.1f,  0.0f); // Top Left
       glEnd();	  // Done Drawing The Quad
      }
      
      glBlendFunc(GL_ONE, GL_ONE);	 // Copy Image 2 Color To The Screen
      glBindTexture(GL_TEXTURE_2D, texture[4]);   // Select The Second Image Texture
      glBegin(GL_QUADS);	  // Start Drawing A Textured Quad
       glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.1f, -1.1f,  0.0f); // Bottom Left
       glTexCoord2f(as01, 0.0f); glVertex3f( 1.1f, -1.1f,  0.0f); // Bottom Right
       glTexCoord2f(as01, as01); glVertex3f( 1.1f,  1.1f,  0.0f); // Top Right
       glTexCoord2f(0.0f, as01); glVertex3f(-1.1f,  1.1f,  0.0f); // Top Left
      glEnd();	   // Done Drawing The Quad
     }
     else		 // Otherwise
     {
      if (masking)	   // Is Masking On?
      {
       glBindTexture(GL_TEXTURE_2D, texture[1]);  // Select The First Mask Texture
       glBegin(GL_QUADS);	 // Start Drawing A Textured Quad
    	glTexCoord2f(roll+0.0f, 0.0f); glVertex3f(-as03, -as03,  0.0f); // Bottom Left
    	glTexCoord2f(roll+as02, 0.0f); glVertex3f( as03, -as03,  0.0f); // Bottom Right
    	glTexCoord2f(roll+as02, as02); glVertex3f( as03,  as03,  0.0f); // Top Right
    	glTexCoord2f(roll+0.0f, as02); glVertex3f(-as03,  as03,  0.0f); // Top Left
       glEnd();	  // Done Drawing The Quad
      }
      glBlendFunc(GL_ONE, GL_ONE);	 // Copy Image 1 Color To The Screen
      glBindTexture(GL_TEXTURE_2D, texture[2]);   // Select The First Image Texture
      glBegin(GL_QUADS);	  // Start Drawing A Textured Quad
       glTexCoord2f(roll+0.0f, 0.0f); glVertex3f(-as03, -as03,  0.0f); // Bottom Left
       glTexCoord2f(roll+as02, 0.0f); glVertex3f( as03, -as03,  0.0f); // Bottom Right
       glTexCoord2f(roll+as02, as02); glVertex3f( as03,  as03,  0.0f); // Top Right
       glTexCoord2f(roll+0.0f, as02); glVertex3f(-as03,  as03,  0.0f); // Top Left
      glEnd();	   // Done Drawing The Quad
     }
     glEnable(GL_DEPTH_TEST);	  // Enable Depth Testing
     glDisable(GL_BLEND);	   // Disable Blending
     roll+=0.002f;		// Increase Our Texture Roll Variable
     if (roll>1.0f)		// Is Roll Greater Than One
     {
      roll-=1.0f;	   // Subtract 1 From Roll
     }
     return TRUE;		// Everything Went OK
    }
      
    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
     }
    }
    BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
    {
     GLuint  PixelFormat;	  // Holds The Results After Searching For A Match
     WNDCLASS wc;
     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 Move, 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;	   // Exit And 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 Run In A Window.
       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;	// Select Windowed Mode (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;	 // Exit And Return FALSE
       }
      }
     }
     if (fullscreen)		// Are We Still In Fullscreen Mode?
     {
      dwExStyle=WS_EX_APPWINDOW;	 // Window Extended Style
      dwStyle=WS_POPUP;	  // Windows Style
      ShowCursor(TRUE);	  // 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
     if (!(hWnd=CreateWindowEx( dwExStyle,	// Extended Style For The Window
    	 "OpenGL",	// Class Name
    	 title,	 // Window Title
    	 WS_CLIPSIBLINGS |   // Required Window Style
    	 WS_CLIPCHILDREN |   // Required Window Style
    	 dwStyle,	// Selected Window Style
    	 0, 0,	 // Window Position
    	 WindowRect.right-WindowRect.left, // Calculate Adjusted Window Width
    	 WindowRect.bottom-WindowRect.top, // Calculate Adjusted Window Height
    	 NULL,	 // No Parent Window
    	 NULL,	 // No Menu
    	 hInstance,	// Instance
    	 NULL)))	 // Don't 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
      {
       if (!HIWORD(wParam))	 // Check Minimization State
       {
    	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 Masking 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[' '] && !sp)	// Is Space Being Pressed?
    	{
    	 sp=TRUE;	// Tell Program Spacebar Is Being Held
    	 scene=!scene;	// Toggle From One Scene To The Other
    	}
    	if (!keys[' '])	 // Has Spacebar Been Released?
    	{
    	 sp=FALSE;	// Tell Program Spacebar Has Been Released
    	}
    	if (keys['M'] && !mp)	// Is M Being Pressed?
    	{
    	 mp=TRUE;	// Tell Program M Is Being Held
    	 masking=!masking;   // Toggle Masking Mode OFF/ON
    	}
    	if (!keys['M'])	 // Has M Been Released?
    	{
    	 mp=FALSE;	// Tell Program That M Has Been Released
    	}
    	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 Masking Tutorial",640,480,16,fullscreen))
    	 {
    	  return 0;   // Quit If Window Was Not Created
    	 }
    	}
       }
      }
     }
     // Shutdown
     KillGLWindow();		// Kill The Window
     return (msg.wParam);	   // Exit The Program
    }

  2. #2
    Absent Minded Programmer
    Join Date
    May 2005
    Posts
    964
    I'm not even gonna look at that giant mess you have there...

    Now, What size of a texture are you trying to load?

    OGL complains when your texture is not a squared value..

    I.E: 32x32, 64x64, 128x128, 256x256, 512x512, etc etc etc...
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

  3. #3
    Crazy Fool Perspective's Avatar
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    .You can use any 2^n x 2^n like Shamino pointed out or combinations like 64x128 etc... If you want to use other resolutions mipmapping will take care of the dimensions for you.

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