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);							
}