I maybe missing something out with this example test with the preset shapes, and would love to know what's up with it.
Can anyone see why this code wont render the sphere with the QuadricDrawStyle command?
Thanks,
Thumbz
Can anyone see why this code wont render the sphere with the QuadricDrawStyle command?
'---------------------------------- ' pre built shapes testies ' SPHERE with Quadric Line Drawing ' thanks: Nehe / Extron / BB & Co. '---------------------------------- Const XRES=640 Const YRES=480 Const RRES= 16 bglCreateContext(XRES,YRES,RRES,0,BGL_BACKBUFFER | BGL_DEPTHBUFFER | BGL_FULLSCREEN) HideMouse ' ' The Variables ' Global quadratic:Int Ptr ' Storage For Our Quadratic Objects Global LightAmbient:Float[]= [0.5, 0.5, 0.5, 1.0] Global LightDiffuse:Float[]= [1.0, 1.0, 1.0, 1.0] Global LightPosition:Float[]= [0.0, 0.0, 2.0, 1.0] Global Texname:Int[3] ' Storage For 3 Textures Global xrot:Float Global yrot:Float Global zrot:Float InitOpenGL() ' ' the main program loop. ' While Not KeyHit(KEY_ESCAPE) Or MouseHit(1) RenderOpenGL () bglSwapBuffers () Wend Function RenderOpenGL() glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) ' Clear Screen And The Depth Buffer glLoadIdentity () ' Reset Current Modelview Matrix glTranslatef (0.0,0.0,-5) glRotatef (xrot,1.0,0.0,0.0) glRotatef (yrot,0.0,1.0,0.0) glRotatef (zrot,0.0,0.0,1.0) glBindTexture (GL_TEXTURE_2D, Texname[0]) gluQuadricDrawStyle (quadratic,GLU_LINE) gluSphere (quadratic,1.0,32,32) ' Draw A Sphere xrot:+.1 yrot:+.1 zrot:+.1 End Function Function InitOpenGL() LoadGlTextures () glEnable (GL_TEXTURE_2D) ' Enable Texture Mapping 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 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 quadratic =Int Ptr gluNewQuadric() ' Create Pointer To Quadric Object gluQuadricNormals (quadratic, GLU_SMOOTH) ' Create Smooth Normals gluQuadricTexture (quadratic, GL_TRUE) ' Create Texture Coords glViewport (0,0,XRES,YRES) ' Set viewport glMatrixMode (GL_PROJECTION) ' Select The Projection Matrix glLoadIdentity () ' Reset The Projection Matrix gluPerspective (45.0,Float(XRES)/Float(YRES),0.1,100.0) ' Calculate Aspect Ratio glMatrixMode (GL_MODELVIEW) ' Select The Modelview Matrix glLoadIdentity () End Function Function LoadGLTextures() Local Text:TPixmap =LoadPixmap("media/texture1.png") glGenTextures(1, Varptr Texname[0]) ' Create a Texture ' ' Create a MipMapped Texture ' glBindTexture (GL_TEXTURE_2D, Texname[0]) glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); gluBuild2DMipmaps (GL_TEXTURE_2D, 3, Text.width, Text.height, GL_RGB, GL_UNSIGNED_BYTE, Text.pixels) End Function
Thanks,
Thumbz