#include "WinMain.h"
HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application
bool keys[256]; // Array Used For The Keyboard Routine
bool active=true; // Window Active Flag Set To true By Default
bool fullscreen=true; // Fullscreen Flag Set To Fullscreen Mode By Default
GLuint texture[3]; // Storage For One Texture ( NEW )
GLfloat Roll = 0;
GLuint base; // Base Display List For
GLfloat cnt1; // 1st Counter Used To Move Text & For Coloring
GLfloat cnt2; // 2nd Counter Used To Move Text & For Coloring
GLvoid BuildFont(GLvoid) // Build Our Bitmap Font
{
HFONT font; // Windows Font ID
HFONT oldfont; // Used For Good House Keeping
base = glGenLists(96); // Storage For 96 Characters
font = CreateFont( -24, // Height Of Font
0, // Width Of Font
0, // Angle Of Escapement
0, // Orientation Angle
FW_BOLD, // Font Weight
FALSE, // Italic
FALSE, // Underline
FALSE, // Strikeout
ANSI_CHARSET, // Character Set Identifier
OUT_TT_PRECIS, // Output Precision
CLIP_DEFAULT_PRECIS, // Clipping Precision
ANTIALIASED_QUALITY, // Output Quality
FF_DONTCARE|DEFAULT_PITCH, // Family And Pitch
"Courier New"); // Font Name
oldfont = (HFONT)SelectObject(hDC, font); // Selects The Font We Want
wglUseFontBitmaps(hDC, 32, 96, base); // Builds 96 Characters Starting At Character 32
SelectObject(hDC, oldfont); // Selects The Font We Want
DeleteObject(font); // Delete The Font
}
GLvoid KillFont(GLvoid) // Delete The Font List
{
glDeleteLists(base, 96); // Delete All 96 Characters
}
GLvoid glPrint(const char *fmt, ...) // Custom GL "Print" Routine
{
char text[256]; // Holds Our String
va_list ap; // Pointer To List Of Arguments
if (fmt == NULL) // If There's No Text
return; // Do Nothing
va_start(ap, fmt); // Parses The String For Variables
vsprintf(text,fmt, ap); // And Converts Symbols To Actual Numbers
va_end(ap); // Results Are Stored In Text
glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits
glListBase(base - 32); // Sets The Base Character to 32
glCallLists(strlen(text), GL_UNSIGNED_BYTE, text); // Draws The Display List Text
glPopAttrib(); // Pops The Display List Bits
}
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
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
}
fopen_s(&File,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
AUX_RGBImageRec *TextureImage[3]; // Create Storage Space For The Textures
memset(TextureImage,0,sizeof(void *)*3); // Set The Pointer To NULL
if ((TextureImage[0]=LoadBMP("Data/Stars.bmp")) && (TextureImage[1]=LoadBMP("Data/HDG.bmp")) && (TextureImage[2]=LoadBMP("Data/HDGMask.bmp")))
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(3, &texture[0]); // Create Five Textures
for (int 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);
}
}
for (int loop=0; loop<3; loop++) // Loop Through All 5 Textures
{
if (TextureImage[loop]) // If Texture Exists
{
if (TextureImage[loop]->data) // If Texture Image Exists
{
free(TextureImage[loop]->data); // Free The Texture Image Memory
}
free(TextureImage[loop]); // 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 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
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine ( NEW )
{
return false; // If Texture Didn't Load Return false
}
BuildFont();
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
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
}
GLfloat Red = 0.0f;
GLfloat Green = 0.0f;
GLfloat Blue = 0.0f;
GLfloat LogoRot = 0.0f;
bool DoIntro()
{
if(LogoRot < 90.0f)
{
glEnable(GL_BLEND); // Enable Blending
glDisable(GL_DEPTH_TEST); // Disable Depth Testing
glRotatef(LogoRot,0.25f,0.0f,0.0f);
glColor4f(Red,Green,Blue,0.0f); // Full Brightness, 50% Alpha ( NEW )
glBlendFunc(GL_DST_ALPHA,GL_ONE); // Blending Function For Translucency Based On Source Alpha Value ( NEW )
glBlendFunc(GL_DST_COLOR,GL_ZERO); // Blend Screen Color With Zero (Black)
glBindTexture(GL_TEXTURE_2D, texture[2]); // Select The Second Mask Texture
glBegin(GL_QUADS); // Start Drawing A Textured Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.25f, -0.25f, 0.0f); // Bottom Left
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.25f, -0.25f, 0.0f); // Bottom Right
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.25f, 0.25f, 0.0f); // Top Right
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.25f, 0.25f, 0.0f); // Top Left
glEnd(); // Done Drawing The Quad
glBlendFunc(GL_ONE, GL_ONE); // Copy Image 2 Color To The Screen
glBindTexture(GL_TEXTURE_2D, texture[1]); // Select The Second Image Texture
glBegin(GL_QUADS); // Start Drawing A Textured Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.25f, -0.25f, 0.0f); // Bottom Left
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.25f, -0.25f, 0.0f); // Bottom Right
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.25f, 0.25f, 0.0f); // Top Right
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.25f, 0.25f, 0.0f); // Top Left
glEnd(); // Done Drawing The Quad
if(Red < 1.0f)
{
Red += 0.002f;
Green += 0.002f;
Blue += 0.002f;
}
else
{
LogoRot += 0.25f;
}
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
else
{
glTranslatef(0.0f,0.0f,0.2f);
glColor3f(1.0f*float(cos(cnt1)),1.0f*float(sin(cnt2)),1.0f-0.5f*float(cos(cnt1+cnt2)));
// Position The Text On The Screen
glRasterPos2f(-0.45f+0.05f*float(cos(cnt1)), 0.32f*float(sin(cnt2)));
glPrint("Active OpenGL Text With NeHe - %7.2f", cnt1); // Print GL Text To The Screen
cnt1+=0.051f; // Increase The First Counter
cnt2+=0.005f;
}
return true;
}
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
glTranslatef(0.0f,0.0f,-1.9f);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS); // Start Drawing A Textured Quad
glTexCoord2f(0.0f, -Roll+0.0f); glVertex3f(-1.1f, -1.1f, 0.0f); // Bottom Left
glTexCoord2f(3.0f, -Roll+0.0f); glVertex3f( 1.1f, -1.1f, 0.0f); // Bottom Right
glTexCoord2f(3.0f, -Roll+3.0f); glVertex3f( 1.1f, 1.1f, 0.0f); // Top Right
glTexCoord2f(0.0f, -Roll+3.0f); glVertex3f(-1.1f, 1.1f, 0.0f); // Top Left
glEnd();
DoIntro();
Roll-=0.004f; // Increase Our Texture Roll Variable
if (Roll<0.0f) // Is Roll Greater Than One
{
Roll+=1.0f; // Subtract 1 From Roll
}
return true; // Keep Going
}
GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
KillFont();
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
// 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("NeHe's Texture Mapping Tutorial",WIDTH,HEIGHT,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("NeHe's Texture Mapping Tutorial",WIDTH,HEIGHT,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}
// Shutdown
KillGLWindow(); // Kill The Window
return 0; // Exit The Program
}
🎉 Celebrating 25 Years of GameDev.net! 🎉
Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!
NeHe Text problem
Hello there again. Slight problem with t tutorial from Nehe.gamedev.net it apperas that his text tutorial his first has ether a sligth flaw or i just did something wrong.
The problem is that when i try and display the text the color of my star scroling background chnages, just the white dots ak athe stars. It would seem like a Blending issue but im not sure for certain.
Any thoughts or ideas about ti would be good thanks sorry the source is abit to go through its mostly just the printing / font functions and mabye something to do with the DoIntro() . if i take out every surface and just do the text it seems to work but -.^ thats not exactly useful .. lol
bool DoIntro(){ if(LogoRot < 90.0f) { glEnable(GL_BLEND); // Enable Blending glDisable(GL_DEPTH_TEST); // Disable Depth Testing glRotatef(LogoRot,0.25f,0.0f,0.0f); glColor4f(Red,Green,Blue,0.0f); // Full Brightness, 50% Alpha ( NEW ) glBlendFunc(GL_DST_ALPHA,GL_ONE); // Blending Function For Translucency Based On Source Alpha Value ( NEW ) glBlendFunc(GL_DST_COLOR,GL_ZERO); // Blend Screen Color With Zero (Black) glBindTexture(GL_TEXTURE_2D, texture[2]); // Select The Second Mask Texture glBegin(GL_QUADS); // Start Drawing A Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.25f, -0.25f, 0.0f); // Bottom Left glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.25f, -0.25f, 0.0f); // Bottom Right glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.25f, 0.25f, 0.0f); // Top Right glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.25f, 0.25f, 0.0f); // Top Left glEnd(); // Done Drawing The Quad glBlendFunc(GL_ONE, GL_ONE); // Copy Image 2 Color To The Screen glBindTexture(GL_TEXTURE_2D, texture[1]); // Select The Second Image Texture glBegin(GL_QUADS); // Start Drawing A Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.25f, -0.25f, 0.0f); // Bottom Left glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.25f, -0.25f, 0.0f); // Bottom Right glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.25f, 0.25f, 0.0f); // Top Right glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.25f, 0.25f, 0.0f); // Top Left glEnd(); // Done Drawing The Quad glColor3f(1.0f, 1.0f, 1.0f); if(Red < 1.0f) { Red += 0.002f; Green += 0.002f; Blue += 0.002f; } else { LogoRot += 0.25f; } glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); } else { glTranslatef(0.0f,0.0f,0.2f); glColor3f(1.0f*float(cos(cnt1)),1.0f*float(sin(cnt2)),1.0f-0.5f*float(cos(cnt1+cnt2))); // Position The Text On The Screen glRasterPos2f(-0.45f+0.05f*float(cos(cnt1)), 0.32f*float(sin(cnt2))); glPrint("Active OpenGL Text With NeHe - %7.2f", cnt1); // Print GL Text To The Screen glColor3f(1.0f, 1.0f, 1.0f); cnt1+=0.051f; // Increase The First Counter cnt2+=0.005f; }return true;}
Try that
No same problem it seems. See it does not even dra the text :S .... hmmm i was gona try and use the freetype library but the tuts ether to old or i just dont have all the headers for it.
-.^ hmmm
-.^ hmmm
Are these bitmapped fonts?
Try moving your scene out further. Meaning glTranslatef(0.0f, 0.0f, -10.0f);
see what happens.
Try moving your scene out further. Meaning glTranslatef(0.0f, 0.0f, -10.0f);
see what happens.
No i belive its just a windows font -.^ but still didnt work if i have nothing else on the screen it works. if i dont have anything textured on the screen it works. about thats about it....
try adding a glDisable(GL_TEXTURE_2D); somewhere just before glPrint
Just remember to re enable it in the beginning of DoIntro.
Just remember to re enable it in the beginning of DoIntro.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement