Global cube:mesh 'Blitz OpenGL Cell Shading system (FALLEN GL) 'By: William McCollom (fbepyon) 'Email: fbepyon@... Type mesh Global totalmesh Global cubelst:TList Field id:Int Field x:Float,y:Float,z:Float Field scale:Float Method UpdateCube() glLoadIdentity() glTranslatef( cube.x, cube.y, cube.z ) 'Move Right And Into The Screen 'BUILDING THE CUBE glBegin GL_TRIANGLES glColor3f 255.0,255.0,255.0 glVertex3f( 0, cube.scale, 0 ) glVertex3f( -cube.scale, -cube.scale, 0 ) glVertex3f( cube.scale, -cube.scale, 0 ) glEnd End Method Function CreateCube( x:Float, y:Float, z:Float, scale:Int, Quad:Int=-1 ) If cubelst = Null Then cubelst = CreateList() ' If a list isn't there make a new one cube:mesh = New mesh ListAddLast(cubelst,cube:mesh) cube.x = x cube.y = y cube.z = z cube.scale = scale cube.id = totalmesh + 1 Return id End Function End Type Function IntiGL( screenw:Int, screenh:Int, screend:Int, buffer:Int = BGL_BACKBUFFER|BGL_DEPTHBUFFER ) bglCreateContext(screenw,screenh,screend,0,buffer) ' Create OpenGl Window glShadeModel(GL_SMOOTH) 'Enable Smooth Shading. (blends colors nicely across a polygon, and smoothes out lighting.) glClearColor(0.0,0.0,0.0,0.0) 'Set buffer clear color. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) 'Very Nice perspective calculations glFrontFace(GL_CW) 'DEPTH BUFFER glClearDepth(1.0) 'Depth Buffer Setup glEnable(GL_DEPTH_TEST) 'Enable Depth Testing glDepthFunc(GL_LEQUAL) 'The Type of Depth to Test To....? 'OpenGL Screen Setup glViewPort(0,0,screenw,screenh) 'Setup Current Viewport glMatrixMode(GL_PROJECTION) 'Select the Porjection Mode glLoadIdentity() 'Reset Projection Matrix gluPerspective(45.0,Float(ScreenWidth)/Float(ScreenHeight),1.0,100.0) glMatrixMode(GL_MODELVIEW) 'Select The Modelview Matrix glLoadIdentity() 'Reset Projection Matrix End Function Function UpdateGL() glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) cube.UpdateCube() Print cube.id End Function
I can't figure out why this code isn't work correctly its not show the triangle I made....