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Wireframe mode

Started by November 02, 2003 07:07 AM
9 comments, last by eduardor2k 21 years, 4 months ago
Hi to everyone. How i could render in wireframe mode, i''m sure i only need to change a word in the initiation part of the project, but...what word is? Thank you for reading this post, but if you can answer it better.
Thank you for reading this post, but if you can answer it better. :)
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
a word!

You should never let your fears become the boundaries of your dreams.

[edited by - _DarkWIng_ on November 2, 2003 8:34:58 AM]
You should never let your fears become the boundaries of your dreams.
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Thanks _DarkWIng_;

But it only draws, one part of the triangle (hipotenuse).

Who i could draw the entire triangle.



Thank you for reading this post, but if you can answer it better.
Thank you for reading this post, but if you can answer it better. :)
quote:
Original post by eduardor2k
Thanks _DarkWIng_;

But it only draws, one part of the triangle (hipotenuse).

Who i could draw the entire triangle.



Thank you for reading this post, but if you can answer it better.


Weird. It should outline the entire triangle. Can we see some code?
----------------------------------------------------"Plant a tree. Remove a Bush" -A bumper sticker I saw.
Here is the full code, it a mixture of lesson 10 & 17, you can see your code in initgl().

/* *		This Code Was Created By Lionel Brits & Jeff Molofee 2000 *		A HUGE Thanks To Fredric Echols For Cleaning Up *		And Optimizing The Base Code, Making It More Flexible! *		If You've Found This Code Useful, Please Let Me Know. *		Visit My Site At nehe.gamedev.net */#include <windows.h>		// Header File For Windows#include <math.h>			// Math Library Header File#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//************************** LOG *******************************//#include "logger.h"			// Header del log.HDC			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	blend;				// Blending ON/OFFbool	bp;					// B Pressed?bool	fp;					// F Pressed?const float piover180 = 0.0174532925f;float heading;float xpos;float zpos;//FUENTEGLuint	base;				// Base Display List For The FontGLuint	loop;				// Generic Loop VariableGLfloat	yrot;				// Y RotationGLfloat walkbias = 0;GLfloat walkbiasangle = 0;GLfloat lookupdown = 0.0f;GLfloat	z=0.0f;				// Depth Into The Screen//GLuint	filter;				// Which Filter To Use// Cantidad de texturas a almacenar// GLuint	texture[n]; Donde n son la cantidad de texturasGLuint	texture[3];	//************************* LOG ******************************//CLogger logg;				//Registramos la clase Loggtypedef struct tagVERTEX{	float x, y, z;	float u, v;} VERTEX;typedef struct tagTRIANGLE{	VERTEX vertex[3];} TRIANGLE;typedef struct tagSECTOR{	int numtriangles;	TRIANGLE* triangle;} SECTOR;SECTOR sector1;				// Our Model Goes Here:LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProcvoid readstr(FILE *f,char *string){	do	{		fgets(string, 255, f);	} while ((string[0] == '/') || (string[0] == '\n'));	return;}void SetupWorld(){	float x, y, z, u, v, tex;	int numtriangles, numtexturas;	FILE *filein;	char oneline[255];	filein = fopen("data/world.txt", "rt");				// File To Load World Data From	logg.Print("\n-- [LECTURA DEL NIVEL] --\n");	// Se grava en el Log el registro de la lectura de archivos.	logg.Print("Carga del Archivo: world.txt -- OK",filein); 	// Leemos la cantidad de texturas que hay en el nivel.	readstr(filein,oneline);	sscanf(oneline, "TEXTURAS: %d\n", &numtexturas);	// Guardamos el resultado en el Log.    logg.Print("Nº de Texturas: %d",numtexturas); 	readstr(filein,oneline);	sscanf(oneline, "NUMPOLLIES: %d\n", &numtriangles);	logg.Print("Estracción de datos -- OK\n");	sector1.triangle = new TRIANGLE[numtriangles];	sector1.numtriangles = numtriangles;	for (int loop = 0; loop < numtriangles; loop++)	{		for (int vert = 0; vert < 3; vert++)		{			readstr(filein,oneline);			sscanf(oneline, "%f %f %f %f %f %f", &x, &y, &z, &u, &v, &tex);			sector1.triangle[loop].vertex[vert].x = x;			sector1.triangle[loop].vertex[vert].y = y;			sector1.triangle[loop].vertex[vert].z = z;			sector1.triangle[loop].vertex[vert].u = u;			sector1.triangle[loop].vertex[vert].v = v;			logg.Print("Datos de las texturas: %f",tex);			logg.Print("-- Siguiente ciclo --"); 		}	}	fclose(filein);	return;}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		GLuint	loop;		// NUMERO DE TEXTURAS		// Original: AUX_RGBImageRec *TextureImage[N];		// Donde n es la cantidad de texturas a almacenar        AUX_RGBImageRec *TextureImage[3];               // Create Storage Space For The Texture				//********* CARGA DE TEXTURAS ****************//		// memset(TextureImage,0,sizeof(void *)*N);		// Donde n es la cantidad de texturas a almacenar        memset(TextureImage,0,sizeof(void *)*3);        // Set The Pointer To NULL        // Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit        if ((TextureImage[0]=LoadBMP("Data/Font.bmp")) &&			(TextureImage[1]=LoadBMP("Data/Mud.bmp")) &&			(TextureImage[2]=LoadBMP("Data/Wood2.bmp")))        {                Status=TRUE;                            // Set The Status To TRUE				//********* CARGA DE TEXTURAS ****************//				// glGenTextures(2, &texture[N]);				// Donde n es la cantidad de texturas a almacenar                glGenTextures(3, &texture[0]);          // Create Three Textures								// for (loop=0; loop<N; loop++)				for (loop=0; loop<3; 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);				}		}		// Procedemos a verificar que se han cargado las texturas.		// Al terminar el programa se liberara la memoria de las texturas.		for (loop=0; loop<3; loop++)						// Loop Through All 5 Textures		{			if (TextureImage[loop])			{				if (TextureImage[loop]->data)				{					free(TextureImage[loop]->data);			// liberar la memoria				}				free(TextureImage[loop]);				// Liberar la estructura			}		}		// Guardamos en el log.		logg.Print("Carga de Texturas en Memoria -- OK"); 		return Status;                                  // Return The Status}//************* FUENTES ****************//GLvoid BuildFont(GLvoid)								// Build Our Font Display List{	float	cx;											// Holds Our X Character Coord	float	cy;											// Holds Our Y Character Coord	base=glGenLists(256);								// Creating 256 Display Lists	glBindTexture(GL_TEXTURE_2D, texture[0]);			// Select Our Font Texture	for (loop=0; loop<256; loop++)						// Loop Through All 256 Lists	{		cx=float(loop%16)/16.0f;						// X Position Of Current Character		cy=float(loop/16)/16.0f;						// Y Position Of Current Character		glNewList(base+loop,GL_COMPILE);				// Start Building A List			glBegin(GL_QUADS);							// Use A Quad For Each Character				glTexCoord2f(cx,1-cy-0.0625f);			// Texture Coord (Bottom Left)				glVertex2i(0,0);						// Vertex Coord (Bottom Left)				glTexCoord2f(cx+0.0625f,1-cy-0.0625f);	// Texture Coord (Bottom Right)				glVertex2i(16,0);						// Vertex Coord (Bottom Right)				glTexCoord2f(cx+0.0625f,1-cy);			// Texture Coord (Top Right)				glVertex2i(16,16);						// Vertex Coord (Top Right)				glTexCoord2f(cx,1-cy);					// Texture Coord (Top Left)				glVertex2i(0,16);						// Vertex Coord (Top Left)			glEnd();									// Done Building Our Quad (Character)			glTranslated(10,0,0);						// Move To The Right Of The Character		glEndList();									// Done Building The Display List	}													// Loop Until All 256 Are Built}GLvoid KillFont(GLvoid)									// Delete The Font From Memory{	glDeleteLists(base,256);							// Delete All 256 Display Lists}GLvoid glPrint(GLint x, GLint y, char *string, int set)	// Where The Printing Happens{	if (set>1)	{		set=1;	}	glBindTexture(GL_TEXTURE_2D, texture[0]);			// Select Our Font Texture	glDisable(GL_DEPTH_TEST);							// Disables Depth Testing	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix	glPushMatrix();										// Store The Projection Matrix	glLoadIdentity();									// Reset The Projection Matrix	glOrtho(0,640,0,480,-1,1);							// Set Up An Ortho Screen	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix	glPushMatrix();										// Store The Modelview Matrix	glLoadIdentity();									// Reset The Modelview Matrix	glTranslated(x,y,0);								// Position The Text (0,0 - Bottom Left)	glListBase(base-32+(128*set));						// Choose The Font Set (0 or 1)	glCallLists(strlen(string),GL_UNSIGNED_BYTE,string);// Write The Text To The Screen	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix	glPopMatrix();										// Restore The Old Projection Matrix	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix	glPopMatrix();										// Restore The Old Projection Matrix	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing}//******************** FIN FUENTES ************************//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{	//********* ATENCION ************//	// SetupWorld();				 //	// estaba encima de return		 //	//*******************************//	//Pide que solo se  muetsre en modo lineal.	glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );	SetupWorld();	if (!LoadGLTextures())								// Jump To Texture Loading Routine	{		return FALSE;									// If Texture Didn't Load Return FALSE	}		// Iniciamos la función de fuentes.	BuildFont();										// Build The Font		// Lo desactivamos ya que no lo necesitamos	// Activa el canal alpha de las texturas (solo TGA y BMP)	glBlendFunc(GL_SRC_ALPHA,GL_ONE);					// Set The Blending Function For Translucency	// Función que indica el color del fondo	// En este caso negro	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);					glClearDepth(1.0);									// Enables Clearing Of The Depth Buffer	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Test To Do	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing	glShadeModel(GL_SMOOTH);							// Enables Smooth Color Shading	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations	glEnable(GL_TEXTURE_2D);							// Enable 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 View	GLfloat x_m, y_m, z_m, u_m, v_m;	GLfloat xtrans = -xpos;	GLfloat ztrans = -zpos;	GLfloat ytrans = -walkbias-0.25f;	GLfloat sceneroty = 360.0f - yrot;	int numtriangles;	glRotatef(lookupdown,1.0f,0,0);	glRotatef(sceneroty,0,1.0f,0);		glTranslatef(xtrans, ytrans, ztrans);		// FUNCION QUE INDICA UN COLOR COMO TRANSPARENTE	// Si no se desactivaba al quedar en la variable	// Mostraba colores como transparentes.	glDisable(GL_BLEND);		glBindTexture(GL_TEXTURE_2D, texture[2]);		numtriangles = sector1.numtriangles;		// Process Each Triangle	for (int loop_m = 0; loop_m < numtriangles; loop_m++)	{		glBegin(GL_TRIANGLES);			glNormal3f( 0.0f, 0.0f, 1.0f);			x_m = sector1.triangle[loop_m].vertex[0].x;			y_m = sector1.triangle[loop_m].vertex[0].y;			z_m = sector1.triangle[loop_m].vertex[0].z;			u_m = sector1.triangle[loop_m].vertex[0].u;			v_m = sector1.triangle[loop_m].vertex[0].v;			glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);						x_m = sector1.triangle[loop_m].vertex[1].x;			y_m = sector1.triangle[loop_m].vertex[1].y;			z_m = sector1.triangle[loop_m].vertex[1].z;			u_m = sector1.triangle[loop_m].vertex[1].u;			v_m = sector1.triangle[loop_m].vertex[1].v;			glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);						x_m = sector1.triangle[loop_m].vertex[2].x;			y_m = sector1.triangle[loop_m].vertex[2].y;			z_m = sector1.triangle[loop_m].vertex[2].z;			u_m = sector1.triangle[loop_m].vertex[2].u;			v_m = sector1.triangle[loop_m].vertex[2].v;			glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);		glEnd();	}	// FUENTE	// Pulsing Colors Based On Text Position	glEnable(GL_BLEND);									// Activa el color transparente	glColor3f(1.0f,1.0f,1.0f);							// Color negro 1.0f, 1.0f, 1.0f es blanco	glPrint(2,30,"Posicion en x:",0);	glPrint(2,10,"Posicion en y:",0);	glPrint(2,460,"R2K Engine v0.01",0);	//************* fin fuente *************//	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?	{		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	};		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	//*********************** LOG **************************//	logg.Init();									// Apelamos a la funcion Init de Log.	// Ask The User Which Screen Mode They Prefer	if (MessageBox(NULL,"Desea iniar en modo\nPantalla Completa?", "Pantalla completa?",MB_YESNO|MB_ICONQUESTION)==IDNO)	{		fullscreen=FALSE;							// Windowed Mode	}	// Create Our OpenGL Window	if (!CreateGLWindow("R2K Engine",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['B'] && !bp)				{					bp=TRUE;					blend=!blend;					if (!blend)					{						glDisable(GL_BLEND);						glEnable(GL_DEPTH_TEST);					}					else					{						glEnable(GL_BLEND);						glDisable(GL_DEPTH_TEST);					}				}				if (!keys['B'])				{					bp=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])				{					xpos -= (float)sin(heading*piover180) * 0.05f;					zpos -= (float)cos(heading*piover180) * 0.05f;					if (walkbiasangle >= 359.0f)					{						walkbiasangle = 0.0f;					}					else					{						walkbiasangle+= 10;					}					walkbias = (float)sin(walkbiasangle * piover180)/20.0f;				}				if (keys[VK_DOWN])				{					xpos += (float)sin(heading*piover180) * 0.05f;					zpos += (float)cos(heading*piover180) * 0.05f;					if (walkbiasangle <= 1.0f)					{						walkbiasangle = 359.0f;					}					else					{						walkbiasangle-= 10;					}					walkbias = (float)sin(walkbiasangle * piover180)/20.0f;				}				if (keys[VK_RIGHT])				{					heading -= 1.0f;					yrot = heading;				}				if (keys[VK_LEFT])				{					heading += 1.0f;						yrot = heading;				}				if (keys[VK_PRIOR])				{					lookupdown-= 1.0f;				}				if (keys[VK_NEXT])				{					lookupdown+= 1.0f;				}				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("Lionel Brits & NeHe's 3D World Tutorial",640,480,16,fullscreen))					{						return 0;						// Quit If Window Was Not Created					}				}			}		}	}	//******************** LOG ************************//	// Cerramos el Log.    logg.DeInit();	// Shutdown	KillGLWindow();										// Kill The Window	return (msg.wParam);								// Exit The Program} 



Thanks for your help

[edited by - eduardor2k on November 2, 2003 5:06:54 PM]
Thank you for reading this post, but if you can answer it better. :)
Most likely is that the texture is colouring the other two edges, in your DrawGLScene function try disabling texturing with ''glDisable(GL_TEXTURE_2D)'' and commenting out the ''glBindTexture(GL_TEXTURE_2D, texture[2])'' line. If this proves fruitless, then add the line ''glColor3ub(255,255,255)'' to ensure that the colour is white as well.

HTH, GL.
--
Cheers,
Darren Clark
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Thank you "eSCHEn".

You were right, it was the colors of the texture, that made the lines to be black.

I Have another question, i''ve programmed to disable/enable the wireframe mode, but once i''va activated "glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );" fonction, it''s impossible (to me) to go back to the textured mode.

Another thing, it''s possible to disable the textures.

Thanks Again.

Thank you for reading this post, but if you can answer it better.

Thank you for reading this post, but if you can answer it better. :)
You can use glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ) to switch back to your solid mode.
_____________________________________http://www.winmaze.de, a 3D shoot em up in OpenGL, nice graphics, multiplayer, chat rooms, a nice community, worth visiting! ;)http://www.spheretris.tk, an upcoming Tetrisphere clone for windows, a 3D tetris game on a sphere with powerful graphics for Geforce FX and similar graphics cards.
Thanks Lyve.

It worked fine.

I have another problem.
I added bitmap font loading to nehe's tutorial, i would like to change font color, but everytime i do that, i seem to change all the colors of the aplication, like an alpha layer.

Thank you for reading this post, but if you can answer it better.

[edited by - eduardor2k on November 5, 2003 11:44:39 AM]
Thank you for reading this post, but if you can answer it better. :)
Remember that OpenGL is a state machine. Color is a state. If you change color to something it will stay that way until you change it. You change your color for text. If you what to change it for text only then change it back to dafault (white) after you draw your text.

You should never let your fears become the boundaries of your dreams.
You should never let your fears become the boundaries of your dreams.

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