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Palette/texture error..too much blue!!!

Started by July 24, 2003 06:42 AM
6 comments, last by Squalion 21 years, 7 months ago
Okay...I''ve followed the sourcecode from lesson 1 and added to it as I went along, and now I''m past lessons 5/6/7, the loaded textures are messed up. Any part of them that''s supposed to be white, is blue. And the darker the texture (well, lighter), the darker any shape near the texture goes. Here''s lesson 8 with the coloured triangle next to it from an earlier lesson http://www.angelfire.com/indie/squalion/blueee.jpg As you can see, the glass.bmp texture is just blue, and the triangle is so hard to make out I''ve put an arrow in. any ideas would be great...>< lol
lol
Post your code.
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mmkay...
#include <windows.h>		// Header File For Windows#include <basetsd.h>#include <stdio.h>#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 LibraryHDC			hDC=NULL;		// Private GDI Device ContextHGLRC		hRC=NULL;		// Permanent Rendering ContextHWND		hWnd=NULL;		// Holds Our Window HandleHINSTANCE	hInstance;		// Holds The Instance Of The Applicationbool	keys[256];			// Array Used For The Keyboard Routinebool	active=TRUE;		// Window Active Flag Set To TRUE By Defaultbool	fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Defaultbool	light;									// Lighting ON / OFFbool	lp;									// L Pressed?bool	fp;									// F Pressed?bool	blend;bool	bp;bool	twinkle;						// Twinkling Starsbool	tp;							// 'T' Key Pressed?GLfloat		rtri;						// Angle For The Triangle GLfloat		rquad;						// Angle For The Quad    GLfloat		xrot;								// X Rotation ( NEW )GLfloat		yrot;								// Y Rotation ( NEW )GLfloat		zrot;								// Z Rotation ( NEW )GLfloat xspeed;									// X Rotation SpeedGLfloat yspeed;									// Y Rotation SpeedGLfloat	z=-5.0f;								// Depth Into The ScreenGLfloat x=0.0f;GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f }; 				// Ambient Light Values ( NEW )GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };				 // Diffuse Light Values ( NEW )GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f };				 // Light Position ( NEW )GLuint	filter;									// Which Filter To UseGLuint	texture[3];								// Storage for 3 texturesLRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProcAUX_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}/********* Loads bitmaps and converts to textures *********/int LoadGLTextures()								{	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	if (TextureImage[0]=LoadBMP("Glass.bmp"))	{		Status=TRUE;			glGenTextures(1, &texture[0]);					// Create The Texture		// Bind texture from bitmap (Nearest Filtering)		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 )		// Bind texture from bitmap (Linear Filtering)		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);		// Bind texture from bitmpa (Mipmapped Filtering)		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{	/******** Prevent a divide by 0 by making Height = 1 if it's 0 ******/	if (height==0)											{		height=1;											}	glViewport(0,0,width,height);	// Reset the viewpoint	glMatrixMode(GL_PROJECTION);						// Select the Projection Matrix	glLoadIdentity();									// Reset it	// 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)										// OpenGL Setup{	if (!LoadGLTextures())							// Jump To Texture Loading Routine ( NEW )	{		return FALSE;							// If Texture Didn't Load Return FALSE ( NEW )	}	glEnable(GL_TEXTURE_2D);						// Enable Texture Mapping ( NEW )	glShadeModel(GL_SMOOTH);							// Enables Smooth Shading	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Sets background to Black	glClearDepth(1.0f);									// Sets up Depth Buffer	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing	glDepthFunc(GL_LEQUAL);								// Sets type of Depth Testing	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Sets Perspective calculations to Nice	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	glColor4f(1.0f,1.0f,1.0f,0.5f);			// Full Brightness, 50% Alpha ( NEW )	glBlendFunc(GL_SRC_ALPHA,GL_ONE);		// Blending Function For Translucency Based On Source Alpha Value ( NEW 	return TRUE;										// Initialization Went OK}/********** Drawing to the OpenGL window *********/int DrawGLScene(GLvoid)									{	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen and Depth Buffer	glLoadIdentity();									// Reset the current Modelview Matrix		glTranslatef(-2.0f,0.0f,-9.0f);				// Moves Left 1.5 units and into the screen by 6		glTranslatef(x,0.0f,z);		glRotatef(rtri,0.0f,1.0f,0.0f);				// Rotate The Triangle On The Y axis ( NEW )	glBegin(GL_TRIANGLES);						// Draws triangles		glColor3f(1.0f,0.0f,0.0f);		glVertex3f( 0.0f, 1.0f, 0.0f);				// Defines Top vertex		glColor3f(0.0f,1.0f,0.0f);		glVertex3f(-1.0f,-1.0f, 0.0f);				// Defines Bottom Left vertex		glColor3f(0.0f,0.0f,1.0f);		glVertex3f( 2.0f, 0.0f, 0.0f);				// Defines Bottom Right vertex	glEnd();		glLoadIdentity();		glTranslatef(2.5f,0.0f,-8.0f);		glTranslatef(x,0.0f,z);		glRotatef(xrot,1.0f,0.0f,0.0f);						// Rotate On The X Axis		glRotatef(yrot,0.0f,1.0f,0.0f);						// Rotate On The Y Axis		glRotatef(zrot,0.0f,0.0f,1.0f);						// Rotate On The Z Axis		glBindTexture(GL_TEXTURE_2D, texture[filter]);				// Select A Texture Based On filter	glBegin(GL_QUADS);						// Draws squares/quads		// Front Face		glNormal3f( 0.0f, 0.0f, 1.0f);					// Normal Pointing Towards Viewe		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);	// Bottom Left Of The Texture and Quad		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);	// Bottom Right Of The Texture and Quad		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);	// Top Right Of The Texture and Quad		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);	// Top Left Of The Texture and Quad		// 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);	// Bottom Right Of The Texture and Quad		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);	// Top Right Of The Texture and Quad		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);	// Top Left Of The Texture and Quad		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);	// Bottom Left Of The Texture and Quad		// Top Face		glNormal3f( 0.0f, 1.0f, 0.0f);					// Normal Pointing Up		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);	// Top Left Of The Texture and Quad		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);	// Bottom Left Of The Texture and Quad		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);	// Bottom Right Of The Texture and Quad		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);	// Top Right Of The Texture and Quad		// Bottom Face		glNormal3f( 0.0f, -1.0f, 0.0f);					// Normal Pointing Right		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);	// Top Right Of The Texture and Quad		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);	// Top Left Of The Texture and Quad		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);	// Bottom Left Of The Texture and Quad		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);	// Bottom Right Of The Texture and Quad		// Right face		glNormal3f( 1.0f, 0.0f, 0.0f);					// Normal Pointing Righ		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);	// Bottom Right Of The Texture and Quad		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);	// Top Right Of The Texture and Quad		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);	// Top Left Of The Texture and Quad		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);	// Bottom Left Of The Texture and Quad		// Left Face		glNormal3f(-1.0f, 0.0f, 0.0f);					// Normal Pointing Left		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);	// Bottom Left Of The Texture and Quad		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);	// Bottom Right Of The Texture and Quad		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);	// Top Right Of The Texture and Quad		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);	// Top Left Of The Texture and Quad		glEnd();		xrot+=xspeed;								// Add xspeed To xrot	yrot+=yspeed;								// Add yspeed To yrot	rtri+=0.2f;						// Increase The Rotation Variable For The Triangle 	return TRUE;										// Returns True if drawing succesful}	/********** Kills the window ********/GLvoid KillGLWindow(GLvoid)								{	if (fullscreen)										// Checks for Fullscreen mode	{		ChangeDisplaySettings(NULL,0);					// Switches to desktop		ShowCursor(TRUE);								// Shows 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	}}/*********** Creates OpenGL Window **************//* Parameters; * *	title			- Title of the window							* *	width			- Width of the GL Window or Fullscreen mode		* *	height			- Height of the GL Window or Fullscreen mode	* *	bits			- Color bits - 8/16/24/32						* *	fullscreenflag	- Fullscreenmode (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 rhe default Icon	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load the Arrow pointer	wc.hbrBackground	= NULL;									// No Background required for GL	wc.lpszMenuName		= NULL;									// No menu chosen	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?	{		dwExnostyle=WS_EX_APPWINDOW;								// Window Extended Style		dwnostyle=WS_POPUP;										// Windows Style		ShowCursor(FALSE);										// Hide Mouse Pointer	}	else	{		dwExnostyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style		dwnostyle=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	};		/******* Error checking and GLWindow Killing ********/	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	}	/****** Initialising/Showing the window *******/	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,"Fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)	{		fullscreen=FALSE;							// Run in Windowed ,ode	}	/********* Create OpenGL Window ******/	if (!CreateGLWindow("Test OpenGL window",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/FALSE					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['S'])				// Is Page Up Being Pressed?				{					z-=0.02f;				// If So, Move Into The Screen				}								if (keys['W'])				// Is Page Down Being Pressed?				{					z+=0.005f;				// If So, Move Towards The Viewer				}								if (keys['A'])				{					x-=0.005f;				}				if (keys['D'])				{					x+=0.005f;				}				if (keys[VK_UP])				// Is Up Arrow Being Pressed?				{					xspeed-=0.0002f;				// If So, Decrease xspeed				}				if (keys[VK_DOWN])				// Is Down Arrow Being Pressed?				{					xspeed+=0.0002f;				// If So, Increase xspeed				}				if (keys[VK_RIGHT])				// Is Right Arrow Being Pressed?				{					yspeed+=0.0002f;				// If So, Increase yspeed				}				if (keys[VK_LEFT])				// Is Left Arrow Being Pressed?				{					yspeed-=0.0002f;				// If So, Decrease yspeed				}								if (keys['B'] && !bp)				// Is B Key Pressed And bp FALSE?	{		bp=TRUE;				// If So, bp Becomes TRUE		blend = !blend;				// Toggle blend TRUE / FALSE			if(blend)				// Is blend TRUE?		{			glEnable(GL_BLEND);		// Turn Blending On			glDisable(GL_DEPTH_TEST);	// Turn Depth Testing Off		}		else					// Otherwise		{			glDisable(GL_BLEND);		// Turn Blending Off			glEnable(GL_DEPTH_TEST);	// Turn Depth Testing On		}	}					if (!keys['B'])					// Has B Key Been Released?	{		bp=FALSE;				// If So, bp Becomes FALSE	}							}		}			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("Test OpenGL",640,480,16,fullscreen))				{					return 0;						// Quit If Window Was Not Created				}			}		}	}	/****** Shutdown *****/	KillGLWindow();									// Kill The Window	return (msg.wParam);							// Exit The Program} 


[edited by - Squalion on July 24, 2003 10:13:32 AM]
lol
Oh and...the light source turns the shapes into greyscale.
lol
	glBegin(GL_TRIANGLES);						// Draws triangles	glColor3f(1.0f,0.0f,0.0f);	glVertex3f( 0.0f, 1.0f, 0.0f);			// Defines Top vertex	glColor3f(0.0f,1.0f,0.0f);	glVertex3f(-1.0f,-1.0f, 0.0f);				// Defines Bottom Left vertex	glColor3f(0.0f,0.0f,1.0f);	glVertex3f( 2.0f, 0.0f, 0.0f);				// Defines Bottom Right vertex	glEnd();



When drawing this triangle, you set the color to blue for the last vertex... The color remains blue when you draw the cube. So you will have to change it back to white, to get the correct image.

add this line before you begin drawing the quads:
glColor3f(1.0f, 1.0f, 1.0f);


[edited by - James Trotter on July 25, 2003 6:22:15 AM]
ahhh thankyou :D it works now, but the triangle still changes to a virtually invisible dark colour when I turn the texture on or add lighting...can anyone shed any light? (arf arf)
lol
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When you enable lighting, glColor function calls no longer have any affect. You will need to use glMaterial functions instead.

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thank you very much
lol

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