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NeHe Text problem

Started by
4 comments, last by lc_overlord 17 years ago
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.


#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
}


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
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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
Are these bitmapped fonts?

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.

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