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Lesson 31 Using a Milkshape Model

Started by April 23, 2008 07:08 AM
15 comments, last by numegil 16 years, 6 months ago
Hi, I am having problems with Lesson 31, Loading a Milkshape Model. I downloaded the code off of the site and converted it to Visual Studio 2005. I built the code and came up with my first error: cannot open file fstream.h after some searching on the net I change it too: #include <fstream> using namespace std; This then brings the following errors: 1>------ Build started: Project: Lesson31, Configuration: Debug Win32 ------ 1>Compiling... 1>MilkshapeModel.cpp 1>c:\documents and settings\presentation\desktop\lesson31\milkshapemodel.cpp(118) : error C2039: 'nocreate' : is not a member of 'std::basic_ios<_Elem,_Traits>' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1>c:\documents and settings\presentation\desktop\lesson31\milkshapemodel.cpp(118) : error C2065: 'nocreate' : undeclared identifier 1>c:\documents and settings\presentation\desktop\lesson31\milkshapemodel.cpp(127) : error C2664: 'std::basic_istream<_Elem,_Traits>::read' : cannot convert parameter 1 from 'byte *' to 'char *' 1> with 1> [ 1> _Elem=char, 1> _Traits=std::char_traits<char> 1> ] 1> Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast 1>Build log was saved at "file://c:\Documents and Settings\Presentation\Desktop\lesson31\Debug\BuildLog.htm" 1>Lesson31 - 3 error(s), 0 warning(s) ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== Any ideas or suggestions? Thanks!
The nocreate flag is non-portable and is apparently not available in VS 2005, so you should remove it. If you really really want to use it, read this.

Also, can you post the line that gives you the error about the unrelated pointer types?
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Thanks for the reply! I removed the part suggested and have now got this:

1>------ Build started: Project: Lesson31, Configuration: Debug Win32 ------
1>Compiling...
1>MilkshapeModel.cpp
1>c:\documents and settings\presentation\desktop\lesson31\milkshapemodel.cpp(127) : error C2664: 'std::basic_istream<_Elem,_Traits>::read' : cannot convert parameter 1 from 'byte *' to 'char *'
1> with
1> [
1> _Elem=char,
1> _Traits=std::char_traits<char>
1> ]
1> Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
1>Build log was saved at "file://c:\Documents and Settings\Presentation\Desktop\lesson31\Debug\BuildLog.htm"
1>Lesson31 - 1 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

So getting there! The entire code for milkshapemodel.cpp is:

/*	MilkshapeModel.cpp		Loads and renders a Milkshape3D model. 	Author:	Brett Porter	Email: brettporter@yahoo.com	Website: http://www.geocities.com/brettporter/	Copyright (C)2000, Brett Porter. All Rights Reserved.	This file may be used only as long as this copyright notice remains intact.*/#include &lt;windows.h&gt;		// Header File For Windows#include &lt;gl\gl.h&gt;			// Header File For The OpenGL32 Library#include "MilkshapeModel.h"#include &lt;fstream&gt;using namespace std;MilkshapeModel::MilkshapeModel(){}MilkshapeModel::~MilkshapeModel(){}/* 	MS3D STRUCTURES */// byte-align structures#ifdef _MSC_VER#	pragma pack( push, packing )#	pragma pack( 1 )#	define PACK_STRUCT#elif defined( __GNUC__ )#	define PACK_STRUCT	__attribute__((packed))#else#	error you must byte-align these structures with the appropriate compiler directives#endiftypedef unsigned char byte;typedef unsigned short word;// File headerstruct MS3DHeader{	char m_ID[10];	int m_version;} PACK_STRUCT;// Vertex informationstruct MS3DVertex{	byte m_flags;	float m_vertex[3];	char m_boneID;	byte m_refCount;} PACK_STRUCT;// Triangle informationstruct MS3DTriangle{	word m_flags;	word m_vertexIndices[3];	float m_vertexNormals[3][3];	float m_s[3], m_t[3];	byte m_smoothingGroup;	byte m_groupIndex;} PACK_STRUCT;// Material informationstruct MS3DMaterial{    char m_name[32];    float m_ambient[4];    float m_diffuse[4];    float m_specular[4];    float m_emissive[4];    float m_shininess;	// 0.0f - 128.0f    float m_transparency;	// 0.0f - 1.0f    byte m_mode;	// 0, 1, 2 is unused now    char m_texture[128];    char m_alphamap[128];} PACK_STRUCT;//	Joint informationstruct MS3DJoint{	byte m_flags;	char m_name[32];	char m_parentName[32];	float m_rotation[3];	float m_translation[3];	word m_numRotationKeyframes;	word m_numTranslationKeyframes;} PACK_STRUCT;// Keyframe datastruct MS3DKeyframe{	float m_time;	float m_parameter[3];} PACK_STRUCT;// Default alignment#ifdef _MSC_VER#	pragma pack( pop, packing )#endif#undef PACK_STRUCTbool MilkshapeModel::loadModelData( const char *filename ){	ifstream inputFile( filename, ios::in | ios::binary);	if ( inputFile.fail())		return false;	// "Couldn't open the model file."	inputFile.seekg( 0, ios::end );	long fileSize = inputFile.tellg();	inputFile.seekg( 0, ios::beg );	byte *pBuffer = new byte[fileSize];	inputFile.read( pBuffer, fileSize );	inputFile.close();	const byte *pPtr = pBuffer;	MS3DHeader *pHeader = ( MS3DHeader* )pPtr;	pPtr += sizeof( MS3DHeader );	if ( strncmp( pHeader-&gt;m_ID, "MS3D000000", 10 ) != 0 )		return false; // "Not a valid Milkshape3D model file."	if ( pHeader-&gt;m_version &lt; 3 || pHeader-&gt;m_version &gt; 4 )		return false; // "Unhandled file version. Only Milkshape3D Version 1.3 and 1.4 is supported." );	int nVertices = *( word* )pPtr; 	m_numVertices = nVertices;	m_pVertices = new Vertex[nVertices];	pPtr += sizeof( word );	int i;	for ( i = 0; i &lt; nVertices; i++ )	{		MS3DVertex *pVertex = ( MS3DVertex* )pPtr;		m_pVertices.m_boneID = pVertex-&gt;m_boneID;		memcpy( m_pVertices.m_location, pVertex-&gt;m_vertex, sizeof( float )*3 );		pPtr += sizeof( MS3DVertex );	}	int nTriangles = *( word* )pPtr;	m_numTriangles = nTriangles;	m_pTriangles = new Triangle[nTriangles];	pPtr += sizeof( word );	for ( i = 0; i &lt; nTriangles; i++ )	{		MS3DTriangle *pTriangle = ( MS3DTriangle* )pPtr;		int vertexIndices[3] = { pTriangle-&gt;m_vertexIndices[0], pTriangle-&gt;m_vertexIndices[1], pTriangle-&gt;m_vertexIndices[2] };		float t[3] = { 1.0f-pTriangle-&gt;m_t[0], 1.0f-pTriangle-&gt;m_t[1], 1.0f-pTriangle-&gt;m_t[2] };		memcpy( m_pTriangles.m_vertexNormals, pTriangle-&gt;m_vertexNormals, sizeof( float )*3*3 );		memcpy( m_pTriangles.m_s, pTriangle-&gt;m_s, sizeof( float )*3 );		memcpy( m_pTriangles.m_t, t, sizeof( float )*3 );		memcpy( m_pTriangles.m_vertexIndices, vertexIndices, sizeof( int )*3 );		pPtr += sizeof( MS3DTriangle );	}	int nGroups = *( word* )pPtr;	m_numMeshes = nGroups;	m_pMeshes = new Mesh[nGroups];	pPtr += sizeof( word );	for ( i = 0; i &lt; nGroups; i++ )	{		pPtr += sizeof( byte );	// flags		pPtr += 32;				// name		word nTriangles = *( word* )pPtr;		pPtr += sizeof( word );		int *pTriangleIndices = new int[nTriangles];		for ( int j = 0; j &lt; nTriangles; j++ )		{			pTriangleIndices[j] = *( word* )pPtr;			pPtr += sizeof( word );		}		char materialIndex = *( char* )pPtr;		pPtr += sizeof( char );			m_pMeshes.m_materialIndex = materialIndex;		m_pMeshes.m_numTriangles = nTriangles;		m_pMeshes.m_pTriangleIndices = pTriangleIndices;	}	int nMaterials = *( word* )pPtr;	m_numMaterials = nMaterials;	m_pMaterials = new Material[nMaterials];	pPtr += sizeof( word );	for ( i = 0; i &lt; nMaterials; i++ )	{		MS3DMaterial *pMaterial = ( MS3DMaterial* )pPtr;		memcpy( m_pMaterials.m_ambient, pMaterial-&gt;m_ambient, sizeof( float )*4 );		memcpy( m_pMaterials.m_diffuse, pMaterial-&gt;m_diffuse, sizeof( float )*4 );		memcpy( m_pMaterials.m_specular, pMaterial-&gt;m_specular, sizeof( float )*4 );		memcpy( m_pMaterials.m_emissive, pMaterial-&gt;m_emissive, sizeof( float )*4 );		m_pMaterials.m_shininess = pMaterial-&gt;m_shininess;		m_pMaterials.m_pTextureFilename = new char[strlen( pMaterial-&gt;m_texture )+1];		strcpy( m_pMaterials.m_pTextureFilename, pMaterial-&gt;m_texture );		pPtr += sizeof( MS3DMaterial );	}	reloadTextures();	delete[] pBuffer;	return true;}


I believe the line is question is:

inputFile.read( pBuffer, fileSize );

[Edited by - Stormrider83 on April 24, 2008 5:24:40 AM]
Change this:

inputFile.read( pBuffer, fileSize );


to this:

inputFile.read( (char*)pBuffer, fileSize );
Works a treat :D

Thanks so much for your help :)
Having another minor problem with it and Im not sure if this is the right forum but I can ask!

Lesson 31 complies and works fine but displays my milkshape model in pure white ie without textures or lighting applied!

I am not sure if this is a problem with my code or the model itself.

In Milkshape the model appears textured and looks fine its just viewing using lesson 31 it doesnt.

Any ideas on how to proceed? Is it because I am using the latest version of milkshape?

Thanks!
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Could be a lot of things. We'll need to see the drawing code.
OK I have added lighting but to little effect. Model is still pure white. Here is my base code:

/* *		This Code Was Created By Brett Porter For NeHe Productions 2000 *		Visit NeHe Productions At http://nehe.gamedev.net *		 *		Visit Brett Porter's Web Page at *		http://www.geocities.com/brettporter/programming *		Conversion to Visual Studio.NET done by GRANT JAMES(ZEUS) */#include &lt;windows.h&gt;												// Header File For Windows#include &lt;stdio.h&gt;													// Header File For Standard Input/Output#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#include "MilkshapeModel.h"											// Header File For Milkshape File#pragma comment( lib, "opengl32.lib" )								// Search For OpenGL32.lib While Linking ( NEW )#pragma comment( lib, "glu32.lib" )									// Search For GLu32.lib While Linking    ( NEW )#pragma comment( lib, "glaux.lib" )									// Search For GLaux.lib While Linking    ( NEW )HDC			hDC=NULL;												// Private GDI Device ContextHGLRC		hRC=NULL;												// Permanent Rendering ContextHWND		hWnd=NULL;												// Holds Our Window HandleHINSTANCE	hInstance;												// Holds The Instance Of The ApplicationModel *pModel = NULL;												// Holds The Model Databool	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	yrot=0.0f;													// Y RotationGLfloat LightAmbient[]=		{ 0.5f, 0.5f, 0.5f, 1.0f };GLfloat LightDiffuse[]=		{ 1.0f, 1.0f, 1.0f, 1.0f };GLfloat LightPosition[]=	{ 0.0f, 0.0f, 2.0f, 1.0f };LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);				// Declaration For WndProcAUX_RGBImageRec *LoadBMP(const 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}GLuint LoadGLTexture( const char *filename )						// Load Bitmaps And Convert To Textures{	AUX_RGBImageRec *pImage;										// Create Storage Space For The Texture	GLuint texture = 0;												// Texture ID	pImage = LoadBMP( filename );									// Loads The Bitmap Specified By filename	// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit	if ( pImage != NULL && pImage-&gt;data != NULL )					// If Texture Image Exists	{		glGenTextures(1, &texture);									// Create The Texture		// Typical Texture Generation Using Data From The Bitmap		glBindTexture(GL_TEXTURE_2D, texture);		glTexImage2D(GL_TEXTURE_2D, 0, 3, pImage-&gt;sizeX, pImage-&gt;sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, pImage-&gt;data);		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);		free(pImage-&gt;data);											// Free The Texture Image Memory		free(pImage);												// Free The Image Structure	}	return texture;													// 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 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,1.0f,1000.0f);	// View Depth of 1000	glMatrixMode(GL_MODELVIEW);										// Select The Modelview Matrix	glLoadIdentity();												// Reset The Modelview Matrix}int InitGL(GLvoid)													// All Setup For OpenGL Goes Here{	pModel-&gt;reloadTextures();										// Loads Model Textures	glEnable(GL_TEXTURE_2D);							// Enable Texture Mapping	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	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		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 Modelview Matrix	gluLookAt( 75, 75, 75, 0, 0, 0, 0, 1, 0 );						// (3) Eye Postion (3) Center Point (3) Y-Axis Up Vector	pModel-&gt;draw();													// Draw The Model	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	}}/*	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?	{		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 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	pModel = new MilkshapeModel();									// Memory To Hold The Model	if ( pModel-&gt;loadModelData( "data/model.ms3d" ) == false )		// Loads The Model And Checks For Errors	{		MessageBox( NULL, "Couldn't load the model data\\model.ms3d", "Error", MB_OK | MB_ICONERROR );		return 0;													// If Model Didn't Load Quit	}	// 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("Brett Porter & NeHe's Model Rendering Tutorial",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[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("Brett Porter & NeHe's Model Rendering Tutorial",640,480,16,fullscreen))				{					return 0;										// Quit If Window Was Not Created				}			}		}	}	// Shutdown	KillGLWindow();													// Kill The Window	return (msg.wParam);											// Exit The Program}
Please edit your post to use source tags (see the FAQ if you don't know how).

Also, we'll need to see the Model class as that's where the actual drawing occurs.
Are you familiar with normal texture mapping in OpenGL?
If not, start there first.

If you are, make sure that you provide texture coords to your rendering.
"Game Maker For Life, probably never professional thou." =)

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