
Wireframe mode
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]
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.
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.
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().
Thanks for your help
[edited by - eduardor2k on November 2, 2003 5:06:54 PM]
/* * 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.
HTH, GL.
--
Cheers,
Darren Clark
Cheers,
Darren Clark
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.
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]
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.
You should never let your fears become the boundaries of your dreams.
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