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Thread: Bitmap Loader problems, Glaux Replacement

  1. #1

    Bitmap Loader problems, Glaux Replacement

    Hey,
    I am currently playing with texture mapping, but whenever i compile and run it, it tells me glaux.dll is not found.
    I have seen this dll file is particulary hard to find.
    So i've downloaded NeHe's glaux replacement (as i was trying to compile lesson06).
    But i can't figure out where to put it.
    (look below for the codes of lesson06 and the glaux replacement)
    Could someone please enlighten me?
    (EDIT: This edit updated the problem)
    Cheers.

  2. #2
    Senior Member OpenGL Pro
    Join Date
    May 2001
    Location
    Kristianstad,Skåne,Sweden
    Posts
    1,595

    Re: Bitmap Loader problems, Glaux Replacement

    Hi !

    I don't think there is any dll included with Windows, but try to search google, maybe you can find it there.

    Mikael

  3. #3

    Re: Bitmap Loader problems, Glaux Replacement

    This thing is hard to find...
    I just downloaded NeHe's glaux replacement code, since i was doing one of NeHe's tuts. (Bitmap Loader one)
    Here is the code of the replacement:
    Code :
    /************************************************************************
                             REPLACEMENT FOR GLAUX
     ************************************************************************
    	This is not a full blown bitmap loader.  It is a quick and easy
    	way to replace the glAux dependant code in my older tutorials
    	with code that does not depend on the glAux library!
     
        This code only loads Truecolor Bitmap Images.  It will not load
    	8-bit bitmaps.  If you encounter a bitmap that will not load
    	use a program such as Irfanview to convert the bitmap to 24 bits.
     ************************************************************************/
     
    bool NeHeLoadBitmap(LPTSTR szFileName, GLuint &texid)					// Creates Texture From A Bitmap File
    {
    	HBITMAP hBMP;														// Handle Of The Bitmap
    	BITMAP	BMP;														// Bitmap Structure
     
    	glGenTextures(1, &texid);											// Create The Texture
    	hBMP=(HBITMAP)LoadImage(GetModuleHandle(NULL), szFileName, IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION | LR_LOADFROMFILE );
     
    	if (!hBMP)															// Does The Bitmap Exist?
    		return FALSE;													// If Not Return False
     
    	GetObject(hBMP, sizeof(BMP), &BMP);									// Get The Object
    																		// hBMP:        Handle To Graphics Object
    																		// sizeof(BMP): Size Of Buffer For Object Information
    																		// &BMP:        Buffer For Object Information
     
    	glPixelStorei(GL_UNPACK_ALIGNMENT, 4);								// Pixel Storage Mode (Word Alignment / 4 Bytes)
     
    	// Typical Texture Generation Using Data From The Bitmap
    	glBindTexture(GL_TEXTURE_2D, texid);								// Bind To The Texture ID
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);	// Linear Min Filter
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);	// Linear Mag Filter
    	glTexImage2D(GL_TEXTURE_2D, 0, 3, BMP.bmWidth, BMP.bmHeight, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, BMP.bmBits);
     
    	DeleteObject(hBMP);													// Delete The Object
     
    	return TRUE;														// Loading Was Successful
    }
     
    BOOL Initialize (GL_Window* window, Keys* keys)							// Any GL Init Code & User Initialiazation Goes Here
    {
    	g_window	= window;
    	g_keys		= keys;
     
    	// Start Of User Initialization
    	if (!NeHeLoadBitmap("Data/NeHe.bmp", texture[0]))					// Load The Bitmap
    		return FALSE;													// Return False If Loading Failed
    And this is the code of Lesson06 of NeHe (with the Dev-C++ conversion):
    http://nehe.gamedev.net/data/lessons/devc/lesson06.zip

    Could anyone please suply me with the code of lesson06 but with the replacement code integrated? I had a go myself, but it didn't work....

    Cheers.

  4. #4

    Re: Bitmap Loader problems, Glaux Replacement

    Excuse my impatientness, but could anyone answer this? As i would really like to continue with NeHe's tuts...
    If you want to download the code from there, here is it: (The standard lesson06 code for Dev-C++ without any modifications)
    </font><blockquote><font size="1" face="Verdana, Arial">code:</font><hr /><pre style="font-size-small; font-family: monospace;"> /*
    * This Code Was Created By Jeff Molofee 2000
    * A HUGE Thanks To Fredric Echols For Cleaning Up
    * And Optimizing The Base Code, Making It More Flexible!
    * If You've Found This Code Useful, Please Let Me Know.
    * Visit My Site At nehe.gamedev.net
    */
    #include <stdlib.h>
    #include <windows.h> // Header File For Windows
    #include <stdio.h> // Header File For Standard Input/Output
    #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

    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

    GLfloat xrot; // X Rotation ( NEW )
    GLfloat yrot; // Y Rotation ( NEW )
    GLfloat zrot; // Z Rotation ( NEW )

    GLuint texture[1]; // Storage For One Texture ( NEW )

    LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc

    bool NeHeLoadBitmap(LPTSTR szFileName, GLuint &texid) // Creates Texture From A Bitmap File
    {
    HBITMAP hBMP; // Handle Of The Bitmap
    BITMAP BMP; // Bitmap Structure

    glGenTextures(1, &texid); // Create The Texture
    hBMP=(HBITMAP)LoadImage(GetModuleHandle(NULL), szFileName, IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION | LR_LOADFROMFILE );

    if (!hBMP) // Does The Bitmap Exist?
    return FALSE; // If Not Return False

    GetObject(hBMP, sizeof(BMP), &BMP); // Get The Object
    // hBMP: Handle To Graphics Object
    // sizeof(BMP): Size Of Buffer For Object Information
    // &BMP: Buffer For Object Information

    glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // Pixel Storage Mode (Word Alignment / 4 Bytes)

    // Typical Texture Generation Using Data From The Bitmap
    glBindTexture(GL_TEXTURE_2D, texid); // Bind To The Texture ID
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear Min Filter
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Mag Filter
    glTexImage2D(GL_TEXTURE_2D, 0, 3, BMP.bmWidth, BMP.bmHeight, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, BMP.bmBits);

    DeleteObject(hBMP); // Delete The Object

    return TRUE; // Loading Was Successful
    }

    BOOL Initialize (GL_Window* window, Keys* keys) // Any GL Init Code & User Initialiazation Goes Here
    {
    g_window = window;
    g_keys = keys;

    // Start Of User Initialization
    if (!NeHeLoadBitmap("Data/NeHe.bmp", texture[0])) // Load The Bitmap
    return FALSE; // Return False If Loading Failed
    }

    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
    }

    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
    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
    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,-5.0f);

    glRotatef(xrot,1.0f,0.0f,0.0f);
    glRotatef(yrot,0.0f,1.0f,0.0f);
    glRotatef(zrot,0.0f,0.0f,1.0f);

    glBindTexture(GL_TEXTURE_2D, texture[0]);

    glBegin(GL_QUADS);
    // Front Face
    glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
    glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
    // Back Face
    glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
    glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
    // Top Face
    glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
    glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
    glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
    // Bottom Face
    glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
    glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
    glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
    // Right face
    glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
    glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
    // Left Face
    glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
    glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
    glEnd();

    xrot+=0.3f;
    yrot+=0.2f;
    zrot+=0.4f;
    return TRUE; // Keep Going
    }

    GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
    {
    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_PELSWID TH|DM_PELSHEIGHT;

    // Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
    if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLS CREEN)!=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",640,480,16,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())

  5. #5
    Member Contributor
    Join Date
    Apr 2004
    Location
    Bangalore India
    Posts
    65

    Re: Bitmap Loader problems, Glaux Replacement

    If your problem is with texture loader ,NEHE is having one texture loader class which is a good one to use, It can help you in loading BMP files JPG files and TGA file of any resolution ,It even loades the the images from memory and http://
    If you need that you can get it here

    http://members.iinet.net.au/~cleathl...tureLoader.htm
    Regards

    K.Kumar

  6. #6

    Re: Bitmap Loader problems, Glaux Replacement

    Thanks, this one gives a few errors though...
    - TextureLoader.cpp In member function `void TextureLoader::ExtensionFromFilename(char*, char*)':
    - 1036 TextureLoader.cpp name lookup of `begin' changed for new ISO `for' scoping
    - 1027 C:\Documents and Settings\Joost\My Documents\Mijn ontvangen bestanden\forumfun\TextureLoader\TextureLoader.cpp using obsolete binding at `begin'

    I haven't modified/added any code.. I just tried to compile the standard code.
    I'm using Dev-C++, could that be the problem?

  7. #7
    Junior Member Newbie
    Join Date
    Aug 2004
    Location
    Sacramento, CA
    Posts
    7

    Re: Bitmap Loader problems, Glaux Replacement

    Are you *certain* you need glaux?

    Try using SDL (www.libsdl.org) instead... and use Load_BMP() instead of the glaux LoadImage() routine. (Don't forget Load_BMP loads the image as B,G,R and not R,G,B.)

    SDL initialization code with OpenGL can be found here:

    Programming Linux Games

    Although the title is "Programming Linux Games", it goes over SDL, which is portable across many, many OS'es. I'm using it personally for my projects too.

    Oh, and the SDL OpenGL init code is lots shorter/cleaner than the NeHe's OpenGL init code (imho, ymmv).

    Good luck!

    Mike

  8. #8

    Re: Bitmap Loader problems, Glaux Replacement

    Well, what i need is NeHe's lesson06 code with NeHe's glaux replacement instead of the Lesson06 BMP loader. Could anyone show me where to put it?
    Cheers.

  9. #9

    Re: Bitmap Loader problems, Glaux Replacement

    Somebody please answer this..
    Without it i can't continue to learn OpenGL...
    Please.
    Cheers.

  10. #10

    Re: Bitmap Loader problems, Glaux Replacement

    Anyone....?

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