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error again -_-

Started by June 21, 2005 07:58 AM
8 comments, last by Kippesoep 19 years, 5 months ago
ok i have spent a bit of time trying to work this out but i dont get it. im on tutorial 6 the tezture mapping.. its all good.. sept my compiler wont compile the freeing memory code. when i try it says: implicit declaration of function `int free(...)' anyone got a suggestion? sorry.. im more of a 3D modeler and animator than a programmer just yet so help is much appreciated.
You probably need to #include <stdlib.h> at the top of the file. This is where the free function is declared.

Enigma
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thank you! that worked! .. didnt tell me in tut lol..

one more thing..

i have come across another linker error:

undefined reference to `auxDIBImageLoadA@4'

is there any list somewhere of what codes to add to link different libraries?

cause else how do you know that opengl is "-lopengl32" or such?
You have to link to the glaux library..
ok.. no one can blame me for posting this :(

i have done everything that was said and it helped... but now i have a really really wierd problem...

it compiles successfully..yet it doesnt run? ... it just says compiled successfully ... yet when it should run nothing pops up.. no errors nothing

i really am starting to think that im just useless at working out the kinks of this >.<
Post the code. There's probably something wrong with your window creation.
Kippesoep
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here it is... and in my program the options have the libraries linked



#include &lt;windows.h&gt;								// Header File For Windows#include &lt;stdlib.h&gt;                          //where free function is declared#include &lt;stdio.h&gt;							// Header File For Standard Input/Output ( NEW )#include &lt;gl\gl.h&gt;								// Header File For The OpenGL32 Library#include &lt;gl\glu.h&gt;								// Header File For The GLu32 Library#include &lt;gl\glaux.h&gt;								// Header File For The GLaux Library#define CDS_FULLSCREEN 4HGLRC           hRC=NULL;							// Permanent Rendering ContextHDC             hDC=NULL;							// Private GDI Device 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 DefaultGLfloat		rtri;   					// Angle For The Triangle ( NEW )GLfloat		rquad;						// Angle For The Quad     ( NEW )GLfloat		xrot;								// X Rotation ( NEW )GLfloat		yrot;								// Y Rotation ( NEW )GLfloat		zrot;								// Z Rotation ( NEW )GLuint		texture[1];							// Storage For One Texture ( NEW )LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);				// Declaration For WndProcAUX_RGBImageRec *LoadBMP(char *Filename)					// Loads A Bitmap Image{	FILE *File=NULL;							// File Handleif (!Filename)								// Make Sure A Filename Was Given	{		return NULL;							// If Not Return NULL	}File=fopen(Filename,"r");						// Check To See If The File Existsif (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 IndicatorAUX_RGBImageRec *TextureImage[1];					// Create Storage Space For The Texturememset(TextureImage,0,sizeof(void *)*1);				// Set The Pointer To NULLmemset(TextureImage,0,sizeof(void *)*1);				// Set The Pointer To NULL// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit	if (TextureImage[0]=LoadBMP("c://My Documents/My Pictures/cloth02"))	{		Status=TRUE;							// Set The Status To TRUEglGenTextures(1, &texture[0]);					// Create The Texture		// Typical Texture Generation Using Data From The Bitmap		glBindTexture(GL_TEXTURE_2D, texture[0]);// Generate The Texture		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]-&gt;sizeX, TextureImage[0]-&gt;sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]-&gt;data);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);	// Linear Filtering		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);	// Linear Filtering	}if (TextureImage[0])							// If Texture Exists	{		if (TextureImage[0]-&gt;data)					// If Texture Image Exists		{			free(TextureImage[0]-&gt;data);				// Free The Texture Image Memory		}		free(TextureImage[0]);						// Free The Image Structure	}return Status;								// Return The Status}GLvoid ReSizeGLScene(GLsizei width, GLsizei height)				// Resize And Initialize The GL Window{	if (height==0)								// Prevent A Divide By Zero By	{		height=1;							// Making Height Equal One	}	glViewport(0, 0, width, height);					// Reset The Current ViewportglMatrixMode(GL_PROJECTION);						// Select The Projection Matrix	glLoadIdentity();							// Reset The Projection Matrix	// Calculate The Aspect Ratio Of The Window	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);	glMatrixMode(GL_MODELVIEW);						// Select The Modelview Matrix	glLoadIdentity();							// Reset The Modelview Matrix}int InitGL(GLvoid)								// All Setup For OpenGL Goes Here{	if (!LoadGLTextures())							// Jump To Texture Loading Routine ( NEW )	{		return FALSE;							// If Texture Didn't Load Return FALSE ( NEW )	}	glEnable(GL_TEXTURE_2D);						// Enable Texture Mapping ( NEW )	glShadeModel(GL_SMOOTH);						// Enable Smooth Shading	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);					// Black Background	glClearDepth(1.0f);							// Depth Buffer Setup	glEnable(GL_DEPTH_TEST);						// Enables Depth Testing	glDepthFunc(GL_LEQUAL);							// The Type Of Depth Testing To Do	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);			// Really Nice Perspective Calculations	return TRUE;								// Initialization Went OK}int DrawGLScene(GLvoid)								// Here's Where We Do All The Drawing{	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);			// Clear Screen And Depth Buffer	glLoadIdentity();							// Reset The Current Matrix	glTranslatef(0.0f,0.0f,-5.0f);						// Move Into The Screen 5 UnitsglRotatef(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 AxisglBindTexture(GL_TEXTURE_2D, texture[0]);				// Select Our TextureglBegin(GL_QUADS);		// Front Face		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		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		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		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		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		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+=0.3f;								// X Axis Rotation	yrot+=0.2f;								// Y Axis Rotation	zrot+=0.4f;								// Z Axis Rotation	return true;								// Keep Going}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	}}BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag){GLuint		PixelFormat;						// Holds The Results After Searching For A MatchWNDCLASS	wc;							// Windows Class StructureDWORD		dwExstyle;						// Window Extended style	DWORD		dwstyle;						// Window styleRECT 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 Heightfullscreen=fullscreenflag;						// Set The Global Fullscreen FlaghInstance		= GetModuleHandle(NULL);			// Grab An Instance For Our Window	wc.style		= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;		// Redraw On Move, 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 Nameif (!RegisterClass(&wc))						// Attempt To Register The Window Class	{		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);		return FALSE;							// Exit And 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 Run In A Window.			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;				// Select Windowed Mode (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;					// Exit And Return FALSE			}		}	}if (fullscreen)								// Are We Still In Fullscreen Mode?	{dwExstyle=WS_EX_APPWINDOW;					// Window Extended style		dwstyle=WS_POPUP;						// Windows style		ShowCursor(FALSE);						// Hide Mouse Pointer	}	else	{dwExstyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended style		dwstyle=WS_OVERLAPPEDWINDOW;					// Windows style	}AdjustWindowRectEx(&WindowRect, dwstyle, FALSE, dwExstyle);		// Adjust Window To True Requested Sizeif (!(hWnd=CreateWindowEx(	dwExstyle,				// Extended style For The Window					"OpenGL",				// Class Name					title,					// Window Title					WS_CLIPSIBLINGS |			// Required Window style					WS_CLIPCHILDREN |			// Required Window style					dwstyle,				// Selected Window style					0, 0,					// Window Position					WindowRect.right-WindowRect.left,	// Calculate Adjusted Window Width					WindowRect.bottom-WindowRect.top,	// Calculate Adjusted Window Height					NULL,					// No Parent Window					NULL,					// No Menu					hInstance,				// Instance					NULL)))					// Don't 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 Screenif (!InitGL())								// Initialize Our Newly Created GL Window	{		KillGLWindow();							// Reset The Display		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);		return FALSE;							// Return FALSE	}	return TRUE;								// Success}LRESULT CALLBACK WndProc(	HWND	hWnd,					// Handle For This Window				UINT	uMsg,					// Message For This Window				WPARAM	wParam,					// Additional Message Information				LPARAM	lParam)					// Additional Message Information{switch (uMsg)								// Check For Windows Messages	{case WM_ACTIVATE:						// Watch For Window Activate Message		{			if (!HIWORD(wParam))					// Check Minimization State			{				active=TRUE;					// Program Is Active			}			else			{				active=FALSE;					// Program Is No Longer Active			}			return 0;						// Return To The Message Loop		}case WM_SYSCOMMAND:						// Intercept System Commands		{			switch (wParam)						// Check System Calls			{				case SC_SCREENSAVE:				// Screensaver Trying To Start?				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?				return 0;					// Prevent From Happening			}			break;							// Exit		}case WM_CLOSE:							// Did We Receive A Close Message?		{			PostQuitMessage(0);					// Send A Quit Message			return 0;						// Jump Back		}case WM_KEYDOWN:						// Is A Key Being Held Down?		{			keys[wParam] = TRUE;					// If So, Mark It As TRUE			return 0;						// Jump Back		}case WM_KEYUP:							// Has A Key Been Released?		{			keys[wParam] = FALSE;					// If So, Mark It As FALSE			return 0;						// Jump Back		}case WM_SIZE:							// Resize The OpenGL Window		{			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));		// LoWord=Width, HiWord=Height			return 0;						// Jump Back		}	}// Pass All Unhandled Messages To DefWindowProc	return DefWindowProc(hWnd,uMsg,wParam,lParam);}int WINAPI WinMain(	HINSTANCE	hInstance,				// Instance			HINSTANCE	hPrevInstance,				// Previous Instance			LPSTR		lpCmdLine,				// Command Line Parameters			int		nCmdShow)				// Window Show State{MSG	msg;								// Windows Message Structure	BOOL	done=FALSE;							// Bool Variable To Exit Loop// Ask The User Which Screen Mode They Prefer	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)	{		fullscreen=FALSE;						// Windowed Mode	}// Create Our OpenGL Window	if (!CreateGLWindow("Maxin Software",640,480,16,fullscreen))	{		return 0;							// Quit If Window Was Not Created	}while(!done)								// Loop That Runs Until done=TRUE	{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[VK_F1])					// Is F1 Being Pressed?			{				keys[VK_F1]=FALSE;				// If So Make Key FALSE				KillGLWindow();					// Kill Our Current Window				fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode				// Recreate Our OpenGL Window				if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))				{					return 0;				// Quit If Window Was Not Created				}			}		}	}// Shutdown	KillGLWindow();								// Kill The Window	return (msg.wParam);							// Exit The Program}
Make sure the texture actually exists at the appropriate place. (Specifically: is it really called cloth02 or should you make it cloth02.bmp)?

When I make sure the texture is loaded, I do get the spinning cube. That said, even without the texture, I got the "initialization failed" message.

If you don't get that message, try stepping through the program with the debugger to see where it fails.
Kippesoep
that .bmp i fixed.. and also did the debugger

it says im missing the glaux.dll file

the only place i can find the file online so far is where you gotta buy it

am i able to get it free?
You don't really need the dll if you have the proper static library (glaux.lib). That library is normally included with MSVC (and the Win32 Platform SDK). If you use a compiler other than MSVC, you will need the dll. I [google]d for it and immediately found a download.

Please note that using glaux is a bad idea in general, because the thing is known to have memory leakage.

Kippesoep

This topic is closed to new replies.

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