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Problem with lesson 13
Hello
I haven't any bug but the text doesn't appear when running the programm.
#include <SDL/SDL.h>
#include <windows.h> // Header File For Windows
#include <math.h> // Header File For Windows Math Library ( ADD )
#include <stdio.h> // Header File For Standard Input/Output ( ADD )
#include <stdarg.h> // Header File For Variable Argument Routines ( ADD )
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
//#include <gl\glaux.h> // Header File For The GLaux Library
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
GLuint base; // Base Display List For The Font Set
GLfloat cnt1; // 1st Counter Used To Move Text & For Coloring
GLfloat cnt2; // 2nd Counter Used To Move Text & For Coloring
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
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
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 ( NEW )
font = CreateFont(-24, // Height Of Font ( NEW )
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 ( NEW )
}
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 ( NEW )
glListBase(base - 32); // Sets The Base Character to 32 ( NEW )
glCallLists(strlen(text), GL_UNSIGNED_BYTE, text); // Draws The Display List Text ( NEW )
glPopAttrib(); // Pops The Display List Bits ( NEW )
}
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // 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
BuildFont(); // Build The Font
return TRUE; // Initialization Went OK
}
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,-1.0f); // Move One Unit Into The Screen
glColor3f(1.0f*float(cos(cnt1)),1.0f*float(sin(cnt2)),1.0f-0.5f*float(cos(cnt1+cnt2)));
glRasterPos2f(-0.45f+0.05f*float(cos(cnt1)), 0.35f*float(sin(cnt2)));
glPrint("Active OpenGL Text With NeHe"); // Print GL Text To The Screen
cnt1+=0.051f; // Increase The First Counter
cnt2+=0.005f; // Increase The Second Counter
glFlush();
SDL_GL_SwapBuffers();
return TRUE; // Everything Went OK
}
int main(int argc, char *argv[])
{
int width = 640;
int height = 480;
SDL_Init(SDL_INIT_VIDEO);
SDL_Surface* ecran = SDL_SetVideoMode(640, 480, 32, SDL_OPENGL);
int continuer = 1;
//initialisation
/* glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective(70,(double)640/480,1,1000);*/
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();
SDL_Event event;
InitGL();
while (continuer)
{
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_QUIT:
continuer=0;
break;
case SDL_KEYUP:
switch (event.key.keysym.sym)
{
case SDLK_ESCAPE:
continuer=0;
break;
case SDLK_RETURN:
break;
default :
break;
}
break;
}
}
DrawGLScene();
}
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
}
KillFont(); // Destroy The Font
SDL_FreeSurface(ecran);
SDL_Quit();
return 0;
}
I use SDL and Windows.
Have you tried positioning the text at (0,0)? Setting the color to just plain white? Because then the computation of color or position is the problem, but it might be everything here.
And please use the [ source lang = "cpp" ] [ / source ] tags for code segments!
And please use the [ source lang = "cpp" ] [ / source ] tags for code segments!
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