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Captain Vimes
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Joined: 12 May 2006
Posts: 225
Location: The City Streets

PostPosted: Fri Feb 09, 2007 6:27 pm    Post subject: OpenGL Window Question [quote]

I've already posted this topic atDream.In.Code, so I'm not going to repost it here. But does anyone here have any ideas what's going wrong with my windows?
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Ninkazu
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PostPosted: Fri Feb 09, 2007 7:03 pm    Post subject: [quote]

you realize you have the link the openGL libraries right? opengl32.lib glaux.lib and glu32.lib
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Bjorn
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Joined: 29 May 2002
Posts: 1425
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PostPosted: Fri Feb 09, 2007 8:42 pm    Post subject: [quote]

Meh, what's up with all that ugly Windows code? I think you'd be much better off initializing your OpenGL window using SDL instead. OpenGL is a portable graphics API, so why not make the rest of your application portable too, while saving yourself a bit of work?

As for the actual problem, see Ninkazu.
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Ninkazu
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PostPosted: Fri Feb 09, 2007 11:28 pm    Post subject: [quote]

I actually was going to say what Bjørn suggests, too.
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Nodtveidt
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Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Sat Feb 10, 2007 3:28 am    Post subject: [quote]

Bjørn wrote:
I think you'd be much better off initializing your OpenGL window using SDL instead.

I can think of two reasons why not to:

1. Using SDL adds yet another large dependency to the project.
2. Maybe he doesn't care about portability and is going with what he knows.

Don't get me wrong, the suggestion is good. :) But may not be for everyone.
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RedSlash
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Joined: 12 May 2005
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PostPosted: Tue Feb 13, 2007 1:01 am    Post subject: [quote]

Quote:
Using SDL adds yet another large dependency to the project.

If you're talking about filesize-wise, the SDL DLL is about 252kb, which I wouldn't consider large. But if you were talking about including all the excess functions that you will never use, then yeah, drop SDL.
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Captain Vimes
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Joined: 12 May 2006
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PostPosted: Tue Feb 13, 2007 1:20 pm    Post subject: [quote]

nodtveidt wrote:
1. Using SDL adds yet another large dependency to the project.
2. Maybe he doesn't care about portability and is going with what he knows.


Right in one. I don't know the SDL, plus it's a large dependency. I'll stick with basic Windows code until I'm more comfortable with it.

Oh, and Ninkazu, I tried what you said and it worked. It turns out I forget to set that for all projects, so I had to go back and click that checkbox. But now it works. Thanks!
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RedSlash
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PostPosted: Wed Feb 14, 2007 1:09 am    Post subject: [quote]

Quote:
I'll stick with basic Windows code until I'm more comfortable with it.


SDL:

Code:

SDL_Init(SDL_INIT_VIDEO);
SDL_SetVideoMode(1024,768,32,SDL_OPENGL | SDL_FULLSCREEN);


vs win32 (from nehe):

Code:

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\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);
}
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Nodtveidt
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Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Wed Feb 14, 2007 2:28 am    Post subject: [quote]

The underlying code in SDL isn't likely to look much different. Using the Win32 code allows you to understand more of what's going on under-the-hood anyways.
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If you play a Microsoft CD backwards you can hear demonic voices. The scary part is that if you play it forwards it installs Windows. - wallace
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RedSlash
Mage


Joined: 12 May 2005
Posts: 331

PostPosted: Wed Feb 14, 2007 2:58 am    Post subject: [quote]

True, but Maestro has said he wasn't so confortable with SDL. I was just merely pointing out that SDL is easy compared to win32. It is up to him whether he wants to use it or not.
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tunginobi
Wandering Minstrel


Joined: 13 Dec 2005
Posts: 91

PostPosted: Wed Feb 14, 2007 7:20 am    Post subject: [quote]

RedSlash wrote:
(snip)

I lol'd. XD
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Nodtveidt
Demon Hunter


Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Wed Feb 14, 2007 1:19 pm    Post subject: [quote]

...snip? :?
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If you play a Microsoft CD backwards you can hear demonic voices. The scary part is that if you play it forwards it installs Windows. - wallace
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BadMrBox
Bringer of Apocalypse


Joined: 26 Jun 2002
Posts: 1022
Location: Dark Forest's of Sweden

PostPosted: Wed Feb 14, 2007 7:38 pm    Post subject: [quote]

snip as in to much code to actually quote perhaps?
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tunginobi
Wandering Minstrel


Joined: 13 Dec 2005
Posts: 91

PostPosted: Wed Feb 14, 2007 9:37 pm    Post subject: [quote]

I didn't feel like quoting three screens worth of code.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Wed Feb 14, 2007 10:30 pm    Post subject: [quote]

Maestro134 wrote:
nodtveidt wrote:
1. Using SDL adds yet another large dependency to the project.
2. Maybe he doesn't care about portability and is going with what he knows.


Right in one. I don't know the SDL, plus it's a large dependency. I'll stick with basic Windows code until I'm more comfortable with it.

Hehe, yeah SDL is such a large dependency, let's use Windows instead! :-P
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