Thread: 6 measly errors

  1. #1
    Sanity is for the weak! beene's Avatar
    Join Date
    Jul 2006
    Posts
    321

    6 measly errors

    Hi all

    I have been using the tuts on NeHe, and when i compile my code, from tutorial lesson 07, i get 6 errors, can anyone help me?

    Here are the errors:

    Code:
    warning C4996: 'fopen' was declared deprecated
            C:\Program Files\Microsoft Visual Studio 8\VC\include\stdio.h(234) : see declaration of 'fopen'
            Message: 'This function or variable may be unsafe. Consider using fopen_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'
    Code:
    error C2447: '{' : missing function header (old-style formal list?)
    Code:
    error C2447: '{' : missing function header (old-style formal list?)
    Code:
    error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    Code:
    error C2365: 'SwapBuffers' : redefinition; previous definition was 'function'
    C:\Program Files\Microsoft Platform SDK\Include\wingdi.h(5087) : see declaration of 'SwapBuffers'
    Code:
     error C2440: 'initializing' : cannot convert from 'HDC' to 'int'
    There is no context in which this conversion is possible
    Code:
    error C2447: '{' : missing function header (old-style formal list?)
    Here is the code... sorry if my post is to long:

    Code:
    #include	<windows.h>							
    #include	<stdio.h>							
    #include	<gl\glu.h>							
    #include	<gl\glaux.h>							
    
    HDC		    hDC=NULL;							
    HGLRC		hRC=NULL;							
    HINSTANCE	hInstance;							
    bool		keys[256];							
    bool		active=TRUE;							
    bool		fullscreen=TRUE;						
    
    BOOL	light;									
    BOOL	lp;									
    BOOL	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);	
    
    AUX_RGBImageRec *LoadBMP(char *Filename)					
    {	
        FILE *File=NULL;							
    
    	if (!Filename);							
    	{
    		return NULL;						
    	}
    
    	File=fopen(Filename,"r");						
    
    	if (File);								
    	{
    		fclose(File);							
    		return auxDIBImageLoad(Filename);				
    	}
    	return NULL;								
    }
    
    int LoadGLTextures()								
    {
    	int Status=FALSE;							
    
    	AUX_RGBImageRec *TextureImage[1];					
    
    	memset(TextureImage,0,sizeof(void *)*1);
    
        if (TextureImage[0]=LoadBMP("Data/Crate.bmp"))
    	{
    		Status=TRUE;
    
            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); 
    		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
    
    		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);
    		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
    
    		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); 
    
            gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); 
    	}
    
    	if (TextureImage[0])							
    	{
    		if (TextureImage[0]->data)					
    		{
    			free(TextureImage[0]->data);				
    		}
    
    		free(TextureImage[0]);						
    	}
    
        return Status;								
    }
    
    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);	
    		
    		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);	
    		
    		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);	
    		
    		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);	
    		
    		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);	
    		
    		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;							
    }
    
    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[VK_F1]);				
    	{
    		keys[VK_F1]=FALSE;			
    		KillGLWindow();				
    		fullscreen=!fullscreen;			
    					
    		if (!CreateGLWindow("NeHe's Textures, Lighting & Keyboard Tutorial",640,480,16,fullscreen));
    		{
    			return 0;			
    		}
    	}
    			
    	KillGLWindow();								
    	return (msg.wParam);							
    }

  2. #2
    Registered User
    Join Date
    May 2006
    Posts
    903
    You have no main() function and the last two function blocks before what should be main() end with a semi-colon. You also have semi-colons after quite a few if() blocks. I suggest you to stop trying to learn OpenGL and go back to page 1 of any beginner C/C++ book. Sorry to be so mean, but those are truly beginner mistakes and OpenGL is *so* far ahead of you right now.

  3. #3
    MFC killed my cat! manutd's Avatar
    Join Date
    Sep 2006
    Location
    Boston, Massachusetts
    Posts
    870
    First it was Win32, now OpenGL...We're not saying you can't handle these issues, but you need to crawl before you can run. Check out a good C++ book and then move on from there.
    Silence is better than unmeaning words.
    - Pythagoras
    My blog

  4. #4
    Sanity is for the weak! beene's Avatar
    Join Date
    Jul 2006
    Posts
    321
    i have went back over and included a winmain() and stff... but now i get 4 errors...

    Code:
     error C2065: 'FILE' : undeclared identifier
    Code:
    error C2065: 'File' : undeclared identifier
    Code:
    error C3861: 'fopen': identifier not found
    Code:
    error C3861: 'fclose': identifier not found
    Here is the edited code:

    Code:
    #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
    
    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    light;
    BOOL    lp;
    BOOL    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);	// 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
    }
    
    int LoadGLTextures()								    // Load Bitmaps And Convert To Textures
    {
    	int Status=FALSE;							        // Status Indicator
    
    	AUX_RGBImageRec *TextureImage[1];					// Create Storage Space For The Texture
    
    	memset(TextureImage,0,sizeof(void *)*1);			// Set The Pointer To NULL
    
    	// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
    	if (TextureImage[0]=LoadBMP("Data/Crate.bmp"))
    	{
    		Status=TRUE;							        // Set The Status To TRUE
    		glGenTextures(3, &texture[0]);					// Create Three Textures
    		// Create Nearest Filtered Texture
    		glBindTexture(GL_TEXTURE_2D, texture[0]);
    		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // ( NEW )
    		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); // ( NEW )
    		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
    		// Create Linear Filtered Texture
    		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);
    		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
    		// Create MipMapped Texture
    		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); // (NEW)
    		gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); // ( NEW )
    	}
    
    	if (TextureImage[0])							    // If Texture Exists
    	{
    		if (TextureImage[0]->data)					    // If Texture Image Exists
    		{
    			free(TextureImage[0]->data);				// Free The Texture Image Memory
    		}
    
    		free(TextureImage[0]);						    // Free The Image Structure
    	}
        return Status;								        // Return The Status
    }
    
    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
    {
    	if (!LoadGLTextures())							    // Jump To Texture Loading Routine
    	{
    		return FALSE;							        // If Texture Didn't Load Return FALSE
    	}
    
        glEnable(GL_TEXTURE_2D);						    // Enable Texture Mapping
    	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
        glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);		// Setup The Ambient Light
        glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);		// Setup The Diffuse Light
        glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);	// Position The Light
    	glEnable(GL_LIGHT1);							    // Enable Light One
    	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 Screen And Depth Buffer
    	glLoadIdentity();	                                // Reset The Current Modelview Matrix
        
    	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
    	glRotatef(yrot,0.0f,1.0f,0.0f);						// Rotate On The Y Axis By yrot
    
        glBindTexture(GL_TEXTURE_2D, texture[filter]);		// Select A Texture Based On filter
    
    	glBegin(GL_QUADS);							        // Start Drawing Quads
    
    	// Front Face
    	glNormal3f( 0.0f, 0.0f, 1.0f);					// Normal Pointing Towards Viewer
    	glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);	// Point 1 (Front)
    	glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);	// Point 2 (Front)
    	glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);	// Point 3 (Front)
    	glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);	// Point 4 (Front)
    	// Back Face
    	glNormal3f( 0.0f, 0.0f,-1.0f);					// Normal Pointing Away From Viewer
    	glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);	// Point 1 (Back)
    	glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);	// Point 2 (Back)
    	glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);	// Point 3 (Back)
    	glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);	// Point 4 (Back)
    	// Top Face
    	glNormal3f( 0.0f, 1.0f, 0.0f);					// Normal Pointing Up
    	glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);	// Point 1 (Top)
    	glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);	// Point 2 (Top)
    	glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);	// Point 3 (Top)
    	glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);	// Point 4 (Top)
    	// Bottom Face
    	glNormal3f( 0.0f,-1.0f, 0.0f);					// Normal Pointing Down
    	glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);	// Point 1 (Bottom)
    	glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);	// Point 2 (Bottom)
    	glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);	// Point 3 (Bottom)
    	glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);	// Point 4 (Bottom)
    	// Right face
    	glNormal3f( 1.0f, 0.0f, 0.0f);					// Normal Pointing Right
    	glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);	// Point 1 (Right)
    	glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);	// Point 2 (Right)
    	glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);	// Point 3 (Right)
    	glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);	// Point 4 (Right)
    	// Left Face
    	glNormal3f(-1.0f, 0.0f, 0.0f);					// Normal Pointing Left
    	glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);	// Point 1 (Left)
    	glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);	// Point 2 (Left)
    	glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);	// Point 3 (Left)
    	glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);	// Point 4 (Left)
        glEnd();								            // Done Drawing Quads
    	xrot+=xspeed;								        // Add xspeed To xrot
    	yrot+=yspeed;								        // Add yspeed To yrot
    	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
    	}
    }
    
    /*	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
    		{
    			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("Beene's OpenGL Framework",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)								// Program Active?
    			{
    				if (keys[VK_ESCAPE])				// Was ESC Pressed?
    				{
    					done=TRUE;						// ESC Signalled A Quit
    				}
    				else								// Not Time To Quit, Update Screen
    				{
    					DrawGLScene();					// Draw The Scene
    					SwapBuffers(hDC);				// Swap Buffers (Double Buffering)
                        if (keys['L'] && !lp)			// L Key Being Pressed Not Held?
    				    {
    					    lp=TRUE;				    // lp Becomes TRUE
    					    light=!light;				// Toggle Light TRUE/FALS
    					    if (!light)				    // If Not Light
    					    {
    						    glDisable(GL_LIGHTING);	// Disable Lighting
    					    }
    					    else					    // Otherwise
    					    {
    						    glEnable(GL_LIGHTING);	// Enable Lighting
    					    }
    				    }
    				    if (!keys['L'])					// Has L Key Been Released?
    				    {
    					    lp=FALSE;				    // If So, lp Becomes FALSE
    				    }
    				    if (keys['F'] && !fp)			// Is F Key Being Pressed?
    				    {
    					    fp=TRUE;				    // fp Becomes TRUE
    					    filter+=1;				    // filter Value Increases By One
    					    if (filter>2)				// Is Value Greater Than 2?
    					    {
    						    filter=0;			    // If So, Set filter To 0
    					    }
    				    }
    				    if (!keys['F'])					// Has F Key Been Released?
    				    {
    					    fp=FALSE;				    // If So, fp Becomes FALSE
    				    }
    				    if (keys[VK_PRIOR])				// Is Page Up Being Pressed?
    				    {
    					    z-=0.02f;				    // If So, Move Into The Screen
    				    }
    				    if (keys[VK_NEXT])				// Is Page Down Being Pressed?
    				    {
    					    z+=0.02f;				    // If So, Move Towards The Viewer
    				    }
    				    if (keys[VK_UP])				// Is Up Arrow Being Pressed?
    				    {
    					    xspeed-=0.01f;				// If So, Decrease xspeed
    				    }
    				    if (keys[VK_DOWN])				// Is Down Arrow Being Pressed?
    				    {
    					    xspeed+=0.01f;				// If So, Increase xspeed
    				    }
    				    if (keys[VK_RIGHT])				// Is Right Arrow Being Pressed?
    				    {
    					    yspeed+=0.01f;				// If So, Increase yspeed
    				    }
    				    if (keys[VK_LEFT])				// Is Left Arrow Being Pressed?
    				    {
    					    yspeed-=0.01f;				// If So, Decrease yspeed
    				    }
    				    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 Textures, Lighting & Keyboard Tutorial",640,480,16,fullscreen))
    					    {
    						    return 0;			// Quit If Window Was Not Created
    					    }
    				    }
    				}
    			}
    
    			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("Beene's OpenGL Framework",640,480,16,fullscreen))
    				{
    					return 0;						// Quit If Window Was Not Created
    				}
    			}
    		}
    	}
    
    	// Shutdown
    	KillGLWindow();									// Kill The Window
    	return (msg.wParam);							// Exit The Program
    }
    Sorry if my post was to long.

  5. #5
    MFC killed my cat! manutd's Avatar
    Join Date
    Sep 2006
    Location
    Boston, Massachusetts
    Posts
    870
    Read the errors. Define the undefined.
    Silence is better than unmeaning words.
    - Pythagoras
    My blog

  6. #6
    Cat without Hat CornedBee's Avatar
    Join Date
    Apr 2003
    Posts
    8,895
    And don't expect anyone here to wade through 6 screens of code.

    As for the errors, don't make the mistake of really defining this stuff. You need to include the standard C header that contains these functions. (Not telling you which this is. Visual Studio's built-in help can do that.)
    All the buzzt!
    CornedBee

    "There is not now, nor has there ever been, nor will there ever be, any programming language in which it is the least bit difficult to write bad code."
    - Flon's Law

  7. #7
    MFC killed my cat! manutd's Avatar
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    Which is what I meant
    Silence is better than unmeaning words.
    - Pythagoras
    My blog

  8. #8
    Cat without Hat CornedBee's Avatar
    Join Date
    Apr 2003
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    8,895
    Yeah, but sometimes you have to be careful
    All the buzzt!
    CornedBee

    "There is not now, nor has there ever been, nor will there ever be, any programming language in which it is the least bit difficult to write bad code."
    - Flon's Law

  9. #9
    MFC killed my cat! manutd's Avatar
    Join Date
    Sep 2006
    Location
    Boston, Massachusetts
    Posts
    870
    Of course. Wording, the enemy of getting one's point across.
    Silence is better than unmeaning words.
    - Pythagoras
    My blog

  10. #10
    Sanity is for the weak! beene's Avatar
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    i included <stdio.h>

  11. #11
    Cat without Hat CornedBee's Avatar
    Join Date
    Apr 2003
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    8,895
    Not in the load of code you posted here in this forum. Also not in your own code, or you wouldn't get these errors.

    Or did you mean to say that now that we've pointed it out, you included it, and now the code works?
    All the buzzt!
    CornedBee

    "There is not now, nor has there ever been, nor will there ever be, any programming language in which it is the least bit difficult to write bad code."
    - Flon's Law

  12. #12
    Sanity is for the weak! beene's Avatar
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    yes, u pointed it out to me, or whoever did.

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