Display List problems
I did as NeHe said to in lesson #12 for display lists. However my program doesn''t seem to be working. It doesn''t disply when I call the list. Here is my code to create my list...please tell me what I am doing wrong.
glNewList(BackGround, GL_COMPILE);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, 128, 0, 128, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glBegin(GL_TRIANGLES);
glTexCoord2f(1.0, 1.0); glVertex2i(128, 0);
glTexCoord2f(0.0, 0.0); glVertex2i(0, 128);
glTexCoord2f(1.0, 0.0); glVertex2i(128, 128);
glTexCoord2f(0.0, 0.0); glVertex2i(0, 128);
glTexCoord2f(1.0, 1.0); glVertex2i(128, 0);
glTexCoord2f(1.0, 0.0); glVertex2i(0, 0);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEndList();
and here is how I call it:
glBindTexture(GL_TEXTURE_2D, texture[0]);
glCallList(BackGround);
glFlush();
L.I.G. == Life Is Good
Add this to the beginning of your code:
BackGround = glGenLists(1);
Jason A.
---
I write code.
DelphiGL (http://delphigl.cfxweb.net)
BackGround = glGenLists(1);
Jason A.
---
I write code.
DelphiGL (http://delphigl.cfxweb.net)
---I write code.DelphiGL (http://delphigl.cfxweb.net)
Change BackGround to a number for example 1 then it should work:
glNewList(1, GL_COMPILE);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, 128, 0, 128, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glBegin(GL_TRIANGLES);
glTexCoord2f(1.0, 1.0); glVertex2i(128, 0);
glTexCoord2f(0.0, 0.0); glVertex2i(0, 128);
glTexCoord2f(1.0, 0.0); glVertex2i(128, 128);
glTexCoord2f(0.0, 0.0); glVertex2i(0, 128);
glTexCoord2f(1.0, 1.0); glVertex2i(128, 0);
glTexCoord2f(1.0, 0.0); glVertex2i(0, 0);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEndList();
and here is how I call it:
glBindTexture(GL_TEXTURE_2D, texture[0]);
glCallList(1);
glFlush();
glNewList(1, GL_COMPILE);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, 128, 0, 128, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glBegin(GL_TRIANGLES);
glTexCoord2f(1.0, 1.0); glVertex2i(128, 0);
glTexCoord2f(0.0, 0.0); glVertex2i(0, 128);
glTexCoord2f(1.0, 0.0); glVertex2i(128, 128);
glTexCoord2f(0.0, 0.0); glVertex2i(0, 128);
glTexCoord2f(1.0, 1.0); glVertex2i(128, 0);
glTexCoord2f(1.0, 0.0); glVertex2i(0, 0);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEndList();
and here is how I call it:
glBindTexture(GL_TEXTURE_2D, texture[0]);
glCallList(1);
glFlush();
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