Evening All.
Just been going through those excellent Nehe Open GL tutorial lessons. And I'm having a spot of bother with lesson 6. All the previous tuts I've done upto now worked fine.
This however is doing me in alittle. as nothing is being displayed. I wondered if there were any slight differences between the beta max version of OpenGL?
And also could anyone who has done the Nehe lessons, please correct and point me in the right direction. I dont want another different method of textured quads, as I am trying so hard to stick with the Nehe stuff.
Thanks kindly,
.:|Thumbs|:.
Just been going through those excellent Nehe Open GL tutorial lessons. And I'm having a spot of bother with lesson 6. All the previous tuts I've done upto now worked fine.
This however is doing me in alittle. as nothing is being displayed. I wondered if there were any slight differences between the beta max version of OpenGL?
And also could anyone who has done the Nehe lessons, please correct and point me in the right direction. I dont want another different method of textured quads, as I am trying so hard to stick with the Nehe stuff.
'----------------------- ' Nehe Open GL Lesson 6 ' ' Textured Quads '----------------------- Strict Const XRES=640 Const YRES=480 Const RRES=16 bglCreateContext(XRES,YRES,RRES,0,BGL_BACKBUFFER | BGL_DEPTHBUFFER | BGL_FULLSCREEN) bglSetSwapInterval(1) HideMouse Global TextureImage Global xrot:Float Global yrot:Float Global zrot:Float InitOpenGL() While Not KeyHit( KEY_ESCAPE ) Or MouseHit( 1 ) RenderOpenGL() bglSwapBuffers Wend Function InitOpenGL() LoadGLTextures () glEnable (GL_TEXTURE_2D) 'Enable Texture Mapping ( New ) glShadeModel (GL_SMOOTH) 'Enable Smooth Shading glClearColor (0.0, 0.0, 0.0, 0.5) 'Black Background glClearDepth (1.0) '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 End Function Function RenderOpenGL() glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glLoadIdentity () glTranslatef (0.0,0.0,-5.0) 'Move Into The Screen 5 Units glRotatef (xrot,1.0,0.0,0.0) 'Rotate On The X Axis glRotatef (yrot,0.0,1.0,0.0) 'Rotate On The Y Axis glRotatef (zrot,0.0,0.0,1.0) 'Rotate On The Z Axis glBindTexture(GL_TEXTURE_2D, TextureImage) 'Select Our Texture glBegin(GL_QUADS) ' ' Front Face ' glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, 1.0) 'Bottom Left Of The Texture And Quad glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0, 1.0) 'Bottom Right Of The Texture And Quad glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, 1.0) 'Top Right Of The Texture And Quad glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 1.0) 'Top Left Of The Texture And Quad ' ' Back Face ' glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, -1.0) 'Bottom Right Of The Texture And Quad glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, 1.0, -1.0) 'Top Right Of The Texture And Quad glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, 1.0, -1.0) 'Top Left Of The Texture And Quad glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, -1.0) 'Bottom Left Of The Texture And Quad ' ' Top Face. ' glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, -1.0) 'Top Left Of The Texture And Quad glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, 1.0, 1.0) 'Bottom Left Of The Texture And Quad glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, 1.0, 1.0) 'Bottom Right Of The Texture And Quad glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, -1.0) 'Top Right Of The Texture And Quad ' ' Bottom Face ' glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, -1.0, -1.0) 'Top Right Of The Texture And Quad glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, -1.0, -1.0) 'Top Left Of The Texture And Quad glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, 1.0) 'Bottom Left Of The Texture And Quad glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, 1.0) 'Bottom Right Of The Texture And Quad ' ' Right face. ' glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0, -1.0) 'Bottom Right Of The Texture And Quad glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, -1.0) 'Top Right Of The Texture And Quad glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, 1.0, 1.0) 'Top Left Of The Texture And Quad glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, 1.0) 'Bottom Left Of The Texture And Quad ' ' Left Face. ' glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, -1.0) 'Bottom Left Of The Texture And Quad glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, 1.0) 'Bottom Right Of The Texture And Quad glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, 1.0, 1.0) 'Top Right Of The Texture And Quad glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, -1.0) 'Top Left Of The Texture And Quad glEnd() xrot:+0.3 'X Axis Rotation yrot:+0.2 'Y Axis Rotation zrot:+0.4 'Z Axis Rotation End Function Function LoadGLTextures() Local Texture:TPixmap =LoadPixmap ( "media\texture.png" ) TextureImage =bglTexFromPixmap ( Texture ) glBindTexture GL_TEXTURE_2D, TextureImage glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR) ' Linear Filtering glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR) ' Linear Filtering End Function
Thanks kindly,
.:|Thumbs|:.