bitmap font not drawing....hmmm

Hi Folks,

The following code is a hash really of other peoples code, mainly Nehe’s.

I am trying to get some font text to draw on the screen without success. I have manage to get text to draw on its own, but the problems start when I integrate it into my own project.

In the DrawGLScene you can even see that I commentted all the other drawing stuff out and my text still didnt draw - blank screen.

Anyone able to help please?

Ta

-Al

 
/*
 *		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 <windows.h>		// Header File For Windows
#include <stdio.h>			// Header File For Standard Input/Output
#include <math.h>			// Windows Math Library
#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
#include "objbase.h"		// Needed for COM functionality
#include <stdarg.h>			// Header File For Variable Argument Routines

///////////////////////////////////////////////////////////////
//                    XSENS DEFINES ETC                      //
///////////////////////////////////////////////////////////////

// import functions in MT object
#include "IMTObj.h"
// GUIDs of MT object
#include "IMTObj_i.c"

// return values for MT_GetOrientation function
#define MT_NEWDATA			1
#define MT_NODATA			2
#define MT_NOSENSORID		3
#define MT_INCOMPLETE		4
#define MT_CHECKSUMERROR	5
#define MT_NOPORT			6
#define MT_NOCALIBVALUES	7
#define MT_POWERLOSS		8

// output possiblities for MT object
#define MT_LOGQUATERNION	0
#define MT_LOGEULER			1
#define MT_LOGROTMATRIX		2

// Global pointer to the MTObj COM Interface
IMotionTracker* pMT;

// Output data format 
short g_nMode = MT_LOGEULER;

// Global Varibale to Hold Orientation Data
float fOrientationData[9] = {0};

double pi = 3.1415926535;

///////////////////////////////////////////////////////////////
//                   OPEN GL VARIABLES ETC                   //
///////////////////////////////////////////////////////////////

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
GLuint	base;
GLuint  loop;
GLfloat lines;

GLuint	texture[2];			// Storage For One Texture ( NEW )

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

/////////////////// SETUP FILTER FOR XSENS ////////////////////

void SetupFilter()
{
	// Set MTObj COM object options
	short m_bLogCalibratedData = FALSE;

	// Set MTObj COM object variables
	float fGain = 1.0;
	short nCorInterval = 1;
	float fRho = 1.0;
	short nPortNumber = 1;

	//////////////////////////////////////////////////////////////////////////
	// Sample frequency and .XMU file location not needed with MT9-B
	// Sample frequency and .XMU file location needed with MT9-A
	//short nSampleFreq = 100;
	//wchar_t* wszIn = L"D:\\2025_07082002_000.xmu";
	//
	//// Allocate string and copy wszIn
	//BSTR bstrIn;
	//bstrIn = ::SysAllocString(wszIn);
	//////////////////////////////////////////////////////////////////////////
	
	// Create instance of MTObj COM object
	printf("Create instance of MotionTracker object...");
	HRESULT hRes = CoCreateInstance(CLSID_MotionTracker, NULL, CLSCTX_SERVER, IID_IMotionTracker, (void**) &pMT);
	if (FAILED(hRes))
	{
		printf("Error %x in CoCreateInstance for MT object!",hRes);
		return;
	}
	else
		printf("done

");


	printf("Setting filter parameters...");
	// Optional settings
	pMT->MT_SetCalibratedOutput(m_bLogCalibratedData);

	// Set Gain, Correction interval and Rho
	pMT->MT_SetFilterSettings(fGain,nCorInterval,fRho);

	// Required settings
	pMT->MT_SetOutputMode(g_nMode);

	// Set COM port number (1-15) where MT9 is attached
	pMT->MT_SetCOMPort(nPortNumber);

	//////////////////////////////////////////////////////////////////////////
	// Sample frequency and .XMU file location not needed with MT9-B
	// Sample frequency and .XMU file location need with MT9-A
	//pMT->MT_SetSampleFrequency(nSampleFreq);
	//
	//// Set .XMU file location
	//pMT->MT_SetxmuLocationBSTR(bstrIn);
	//
	//// Free allocated string
	//::SysFreeString(bstrIn);
	//////////////////////////////////////////////////////////////////////////
	
	printf("done

");
}


/////////////////// GET DATA FOR XSENS ////////////////////
BOOL GetData()
{
	
	VARIANT OrientationBuffer;
	void* pDest;
	short nNew = 0;

	BOOL bNewData = FALSE;

	pMT->MT_GetOrientationData(&nNew, &OrientationBuffer);
	if (nNew == MT_NEWDATA) 
	{
		// Check if array is not empty
		if (OrientationBuffer.vt != VT_EMPTY)
		{
			// Retrieve pointer to array data
			HRESULT hr = SafeArrayAccessData(OrientationBuffer.parray, &pDest);
			// One dimensional array. Get the bounds for the array.
					         
			if (SUCCEEDED(hr))
			{				
				__try{
					// Copy data from the VARIANT array to the local fData array
					memcpy(fOrientationData,pDest,(OrientationBuffer.parray->rgsabound->cElements * sizeof(float)));
					bNewData = TRUE;
				}
				__except(GetExceptionCode() == STATUS_ACCESS_VIOLATION){
					bNewData = FALSE;
				}	
			
				SafeArrayUnaccessData(OrientationBuffer.parray);	// Invalidate pointer

				// Variant must be cleared. This also destroys the SafeArray
				VariantClear(&OrientationBuffer);
	
				// fOrientationData now contains orientation data is bNewData = true
				// Can be logged to file or written to screen (see below)
			
				if (g_nMode == MT_LOGEULER)
				{
					printf("%f %f %f
",fOrientationData[0],fOrientationData[1],fOrientationData[2]);	
				}

				bNewData = FALSE;

				return TRUE;
			}
			else
				return FALSE;
		}
		else
			return FALSE;
	}
	else if (nNew != 0)
	{		
		// Check if error was reported by MotionTracker object
		switch(nNew) {
		case MT_NODATA:
			printf("No Data On COM Port

");
			break;
		case MT_NOSENSORID:
			printf("No Sensor ID Received From Sensor

");
			break;
		case MT_INCOMPLETE:
			printf("Incomplete Data Received (Connection Lost)

");
			break;
		case MT_CHECKSUMERROR:
			printf("Checksum Error

");
			break;
		case MT_NOPORT:
			printf("COM Port Could Not Be Opened

");
			break;
		case MT_NOCALIBVALUES:
			printf("XMU File With Calibration Data Could Not Be Read or 
MTS Data With Calibration Data Not Set

");
			break;	
		case MT_POWERLOSS:
			printf("Power Supply To The Sensor Was Probably Interupted

");
			break;
		}
		
		return FALSE;
	}
	else
		return TRUE;
	
}




AUX_RGBImageRec *LoadBMP(char *Filename)				// Loads A Bitmap Image
{
	FILE *File=NULL;									// File Handle

	if (!Filename)										// Make Sure A Filename Was Given
	{
		return NULL;									// If Not Return NULL
	}

	File=fopen(Filename,"r");							// Check To See If The File Exists

	if (File)											// Does The File Exist?
	{
		fclose(File);									// Close The Handle
		return auxDIBImageLoad(Filename);				// Load The Bitmap And Return A Pointer
	}

	return NULL;										// If Load Failed Return NULL
}

int LoadGLTextures()								// Load Bitmaps And Convert To Textures
{
	int Status=FALSE;							// Status Indicator
	AUX_RGBImageRec *TextureImage[2];					// Create Storage Space For The Texture Data
	memset(TextureImage,0,sizeof(void *)*2);				// Set The Pointer To NULL

	if ((TextureImage[0]=LoadBMP("Untitled-1.bmp")) &&			// Logo Texture
	    (TextureImage[1]=LoadBMP("mask.bmp")))			// Second Image
	{
		Status=TRUE;							// Set The Status To TRUE
		glGenTextures(2, &texture[0]);					// Create Five Textures

		for (loop=0; loop<2; loop++)					// Loop Through All 5 Textures
		{
			glBindTexture(GL_TEXTURE_2D, texture[loop]);
			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
			glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[loop]->sizeX, TextureImage[loop]->sizeY,
				0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data);
		}
	}
	for (loop=0; loop<2; loop++)						// Loop Through All 5 Textures
	{
		if (TextureImage[loop])						// If Texture Exists
		{
			if (TextureImage[loop]->data)				// If Texture Image Exists
			{
				free(TextureImage[loop]->data);			// Free The Texture Image Memory
			}
			free(TextureImage[loop]);				// Free The Image Structure
		}
	}
	return Status;								// Return The Status
}



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
}

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

	font = CreateFont(	-24,							// Height Of Font
						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
}
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
	glListBase(base - 32);								// Sets The Base Character to 32
	glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);	// Draws The Display List Text
	glPopAttrib();										// Pops The Display List Bits
}

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 ( NEW )
	}

	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
{

	GLfloat radius_1=1.8f;
	GLfloat radius_2=2.0f;
	GLfloat radius_3=2.2f;

//////////XSENS STUFF //////////////

	GetData();

///////////////////////////////////


	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
	glLoadIdentity(); // Reset The Current Modelview Matrix
	glTranslatef(0.0f,0.0f,-7.0f); 



	/*
	//**** Disable texturing
	glDisable(GL_TEXTURE_2D);

	glPushMatrix();
	glRotatef(fOrientationData[0],0.0f,0.0f,1.0f);
	glTranslatef(0.0f,(fOrientationData[1]/18.0)+0.0f,0.0f);

	//**** Blue/Brown of Horizon
	glBegin(GL_QUADS); 
		glColor3f(0.0f, 0.6f, 0.796f);
		glVertex3f(-6.0f, 18.0f, 0.0f); // Top Left
		glVertex3f( 6.0f, 18.0f, 0.0f); // Top Right
		glVertex3f( 6.0, 0.0f, 0.0f); // Bottom Right
		glVertex3f(-6.0f, 0.0f, 0.0f); // Bottom Left

		glColor3f(0.694f, 0.4f, 0.0f);
		glVertex3f(-6.0f, -18.0f, 0.0f); // Top Left
		glVertex3f( 6.0f, -18.0f, 0.0f); // Top Right
		glVertex3f( 6.0f, 0.0f, 0.0f); // Bottom Right
		glVertex3f(-6.0f, 0.0f, 0.0f); // Bottom Left

	glEnd();

	//**** Horizon Lines
	
	for (lines=-18; lines<19; lines++)
	{
	glBegin(GL_LINES);
		glColor3f(1.0f, 1.0f, 1.0f); // Sets Color White

		glVertex3f(-6.0f, 0.0f, 0.0f); //Level
		glVertex3f(6.0f, 0.0f, 0.0f);

		glVertex3f(-0.75f, lines+1.0f, 0.0f); //10 UP
		glVertex3f(0.75f, lines+1.0f, 0.0f);

		glVertex3f(-0.25f, lines+0.75f, 0.0f); // ---
		glVertex3f(0.25f, lines+0.75f, 0.0f);

		glVertex3f(-0.5f, lines+0.5f, 0.0f); //---===---
		glVertex3f(0.5f, lines+0.5f, 0.0f);

		glVertex3f(-0.25f, lines+0.25f, 0.0f); // ---
		glVertex3f(0.25f, lines+0.25f, 0.0f);

	glEnd();
	}

	glPopMatrix();

	// WINGS
	glBegin(GL_QUADS); 
	glColor3f(0.0f,0.0f,0.0f);
	glVertex3f(-1.75f,0.075f,0.0f); //LEFT
	glVertex3f(-0.75f,0.075f,0.0f); 
	glVertex3f(-0.75f,-0.075f,0.0f); 
	glVertex3f(-1.75f,-0.075f,0.0f); 

	glVertex3f(-0.75f,-0.075f,0.0f);
	glVertex3f(-0.75f,-0.175f,0.0f);
	glVertex3f(-0.875f,-0.175f,0.0f);
	glVertex3f(-0.875f,-0.075f,0.0f);

	glVertex3f(1.75f,0.075f,0.0f); //RIGHT
	glVertex3f(0.75f,0.075f,0.0f); 
	glVertex3f(0.75f,-0.075f,0.0f); 
	glVertex3f(1.75f,-0.075f,0.0f); 

	glVertex3f(0.75f,-0.075f,0.0f);
	glVertex3f(0.75f,-0.175f,0.0f);
	glVertex3f(0.875f,-0.175f,0.0f);
	glVertex3f(0.875f,-0.075f,0.0f);

	glVertex3f(-0.075f,0.075f,0.0f); // MIDDLE DOT
	glVertex3f(0.075f,0.075f,0.0f);
	glVertex3f(0.075f,-0.075f,0.0f);
	glVertex3f(-0.075f,-0.075f,0.0f);
	glColor3f(1.0f, 1.0f, 1.0f); 
	glEnd();

	// OUTLINES IN WHITE

	glBegin(GL_LINE_LOOP); 
	glColor3f(1.0f,1.0f,1.0f);
	glVertex3f(-1.75f,0.075f,0.0f); //LEFT
	glVertex3f(-0.75f,0.075f,0.0f); 
	glVertex3f(-0.75f,-0.175f,0.0f);
	glVertex3f(-0.875f,-0.175f,0.0f);
	glVertex3f(-0.875f,-0.075f,0.0f);
	glVertex3f(-1.75f,-0.075f,0.0f); 
	glEnd();

	glBegin(GL_LINE_LOOP); 
	glColor3f(1.0f,1.0f,1.0f);
	glVertex3f(1.75f,0.075f,0.0f); //LEFT
	glVertex3f(0.75f,0.075f,0.0f); 
	glVertex3f(0.75f,-0.175f,0.0f);
	glVertex3f(0.875f,-0.175f,0.0f);
	glVertex3f(0.875f,-0.075f,0.0f);
	glVertex3f(1.75f,-0.075f,0.0f); 
	glEnd();

	glBegin(GL_LINE_LOOP); 
	glVertex3f(-0.075f,0.075f,0.0f); // MIDDLE DOT
	glVertex3f(0.075f,0.075f,0.0f);
	glVertex3f(0.075f,-0.075f,0.0f);
	glVertex3f(-0.075f,-0.075f,0.0f); 
	glColor3f(1.0f, 1.0f, 1.0f); 
	glEnd();


	glPushMatrix();                // MOVING NON FILLED BANK TRIANGLE
	glRotatef(fOrientationData[0],0.0f,0.0f,1.0f);
	glBegin(GL_LINE_LOOP);
	glVertex3f(-0.15f,1.6f,0.0f);
	glVertex3f(-0.15f,1.5f,0.0f);
	glVertex3f(0.15f,1.5f,0.0f);
	glVertex3f(0.15f,1.6f,0.0f);
	glVertex3f(0.0f,1.8,0.0f);
	glColor3f(1.0f, 1.0f, 1.0f);
	glEnd();
	glPopMatrix();

	glBegin(GL_TRIANGLES);  // NON MOVING BANK TRIANGLE - R=1.8
	glVertex3f(0.0f,1.8,0.0f);
	glVertex3f(-0.15f,2.0f,0.0f);
	glVertex3f(0.15f,2.0f,0.0f);
	glEnd();


	glRotatef(90,0.0f,0.0f,1.0f);
	glBegin(GL_LINES);
	glVertex3f(radius_1*cos(pi/18),radius_1*sin(pi/18),0.0f); //10 deg
	glVertex3f(radius_2*cos(pi/18),radius_2*sin(pi/18),0.0f);
	glVertex3f(radius_1*cos(pi/9),radius_1*sin(pi/9),0.0f); // 20 deg
	glVertex3f(radius_2*cos(pi/9),radius_2*sin(pi/9),0.0f);
	glVertex3f(radius_1*cos(pi/6),radius_1*sin(pi/6),0.0f); // 30 deg
	glVertex3f(radius_3*cos(pi/6),radius_3*sin(pi/6),0.0f); 
	glVertex3f(radius_1*cos(pi/4),radius_1*sin(pi/4),0.0f); // 45 deg
	glVertex3f(radius_2*cos(pi/4),radius_2*sin(pi/4),0.0f);
	glVertex3f(radius_1*cos(pi/3),radius_1*sin(pi/3),0.0f); // 60 deg
	glVertex3f(radius_3*cos(pi/3),radius_3*sin(pi/3),0.0f);
	glEnd();


	pi=pi*-1;
	glBegin(GL_LINES);
	glVertex3f(radius_1*cos(pi/18),radius_1*sin(pi/18),0.0f); //10 deg
	glVertex3f(radius_2*cos(pi/18),radius_2*sin(pi/18),0.0f);
	glVertex3f(radius_1*cos(pi/9),radius_1*sin(pi/9),0.0f); // 20 deg
	glVertex3f(radius_2*cos(pi/9),radius_2*sin(pi/9),0.0f);
	glVertex3f(radius_1*cos(pi/6),radius_1*sin(pi/6),0.0f); // 30 deg
	glVertex3f(radius_3*cos(pi/6),radius_3*sin(pi/6),0.0f); 
	glVertex3f(radius_1*cos(pi/4),radius_1*sin(pi/4),0.0f); // 45 deg
	glVertex3f(radius_2*cos(pi/4),radius_2*sin(pi/4),0.0f);
	glVertex3f(radius_1*cos(pi/3),radius_1*sin(pi/3),0.0f); // 60 deg
	glVertex3f(radius_3*cos(pi/3),radius_3*sin(pi/3),0.0f);
	glEnd();

	//**** Enable texturing
	glEnable(GL_TEXTURE_2D);

	glEnable(GL_BLEND);
	glDisable(GL_DEPTH_TEST);
	glBlendFunc(GL_DST_COLOR,GL_ZERO);

	glBindTexture(GL_TEXTURE_2D, texture[1]);
	glBegin(GL_QUADS); // Start Drawing A Textured Quad
	glTexCoord2f(0.0f, 1.0f); glVertex3f(-5.0f, 5.0f, 0.0f); // Bottom Left
	glTexCoord2f(1.0f, 1.0f); glVertex3f(5.0f, 5.0f, 0.0f); // Bottom Right
	glTexCoord2f(1.0f, 0.0f); glVertex3f(5.0f, -5.0f, 0.0f); // Top Right
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-5.0f, -5.0f, 0.0f); // Top Left
	glEnd(); 

	glDisable(GL_BLEND);
*/

	//***** Font Stuff ******
	glColor3f(1.0f,1.0f,1.0f);
	glRasterPos3f(0.0f,0.0f,0.0f);
 	glPrint("Active OpenGL Text With NeHe");

	return TRUE; // Everything Went OK
} 

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
	}
	KillFont();
}

/*	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_PELSWIDTH|DM_PELSHEIGHT;

		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=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
Your 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:
		{
			switch (wParam)
			{
				case SC_SCREENSAVE:
				case SC_MONITORPOWER:
					return 0;
			}
			break;
		}

		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

	////////////XSENS
	CoInitialize(NULL);
	SetupFilter();
	pMT->MT_StartProcess();

	// 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 First Polygon 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()) &#0124;&#0124; keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
			{
				done=TRUE;							// ESC or DrawGLScene Signalled A Quit
			}
			else									// Not Time To Quit, Update Screen
			{
				SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
			}

			if (keys[VK_F1])						// Is F1 Being Pressed?
			{
				keys[VK_F1]=FALSE;					// If So Make Key FALSE
				KillGLWindow();						// Kill Our Current Window
				fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
				// Recreate Our OpenGL Window
				if (!CreateGLWindow("NeHe's First Polygon Tutorial",640,480,16,fullscreen))
				{
					return 0;						// Quit If Window Was Not Created
				}
			}
		}
	}

	// Shutdown
	KillGLWindow();									// Kill The Window


	//////////////////XSENS////////////////
	pMT->MT_StopProcess();
	
		if (pMT != NULL)
	{
		pMT->Release();

		pMT = NULL;
	}

	// Uninitialize COM library
	CoUninitialize();


	return (msg.wParam);							// Exit The Program
}









 

PS: Believe it or not I am learning.

that’s a lot of lines. most of them- like WinMain, GetData, SetupFilter- irrelevant to your problem. this doesn’t make it easier to find the problem.

at first sight, glListBase could be causing the problem. remove it and try again.

Remove which line? This one:

glListBase(base - 32);		

I have ripped a lot of the code from NeHe’s tutorial and it has that line in so…

-Al

However you are right - I remarked that line out and things worked…I will dig deeper.

-Al

Sorry - spoke too soon - remarking out that line didnt do anything.

I dont think it can be anything in the DrawGLScene, because I remarked all my stuff out so that it was essentially the same as NeHe’s example, but I still got a blank screen. So it must be something before that?

I found the error. I didnt have IntGL call BuildFont().

The one thing that is still going wrong however is my text is black, yet I set glcolor at 1,1,1??

Cheers

-Al

sorry, i was wrong. the glListBase line is ok.

anyway: don’t just paste code together that you don’t understand. build yourself a small program framework that just creates a window and a gl context with a display func that just clears and swaps the buffers.

then, each time you want to try something new, use the prog framework, knowing that any occuring problem cannot arise from the fact that you don’t have a valid gl context or made some other basic error.

for drawing text, you could use the program framework and add only 3 or 4 lines. this makes it much easier to find errors.

RigidBody,

I think I know what you mean by a framework.

I have been using NeHe’s so far, but if you can show my how to put text on the screen and only add a few more lines to a framework i would be interested to see it.

Lastly, I have the lines:

glColor3f(1.0f,1.0f,1.0f);
glRasterPos3f(-1.1f,0.9f,0.0f);
glPrint(“10 10”);

I would like to apply a rotation to this and have tried putting :
glRotatef(angle,0.0f,0.0f,1.0f);
before it, but this doesnt work. What am I missing now!!???

Cheers

-Al

actually, all that you need is wglUseFontBitMap once after you’ve made your context current.

then, each time you want to draw text: glColor3f to set the color, glRasterPos for the position, finally glCallLists to display the string.

glColor3f has to be called before glRasterpos. an alternative to glRasterPos is glWindowPos, which lets you specify the position in window coordinates. if you use it, you don’t have to think about transformation matrices. glWindowPos used to be an extension, so if you have an old gl.h header file, it’s probably not present.

AFAIK, you can’t rotate bitmap and pixmap data, they’re screen aligned…

The consequence of that being, if you want rotation, that you need to use textured quads, or models of the actual letters, etc…

of course, glRotate etc. have no effect on the bitmap data itself, but on the raster position.

So how would you put text on the screen and rotate it?

Your text is the wrong color even though you called the glColor because you never disabled the GL_TEXTURE_2D. This will set the color to the last color of your bitmap. Run glDisable(GL_TEXTURE_2D); and then add and enable as soon as you are done rastering.

Carl

“So how would you put text on the screen and rotate it?”

Using textured quads, see NeHe, I believe he has a tutorial on this, likewise for full 3D modelled text if you’re in Windows…