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Re: OpenGL - Small Stars scroll 4 layers.
Quite a regular
Quite a regular


@Shadow:
Do you think it should be the best to ask
flush() to force emptying the queue and during this time, make other calculations that are not related to graphics ? and then use glutPostRedisplay() to update the display when everything is done ?

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Re: OpenGL - Small Stars scroll 4 layers.
Quite a regular
Quite a regular


@Shadow:

I've understood but,
I noticed something,
if I don't define a function for glutIdleFunc(). Nothing is updated on screen until I move or resize the window.

Strange... Issue ?

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Re: OpenGL - Small Stars scroll 4 layers.
Quite a regular
Quite a regular


@Shadow
Ok

What is the difference between glutPostRedisplay() and glFlush() ?

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Re: OpenGL - Small Stars scroll 4 layers.
Quite a regular
Quite a regular


@Shadow
ok

I'm new into C/C++ so I'm not perfect in understand the way the loops works with their limits :p

Thank you.

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Re: OpenGL - Small Stars scroll 4 layers.
Quite a regular
Quite a regular


@Shadow
Yes,

After releasing the code, I've optimised it a bit and it becomes this :

/* OpenGL Sample #1
    SStar scrolling with 4 parallaxs
*/

#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>

float PosXY[256][2];

/*  WHAT WE WANT TO DISPLAY ON SCREEN MUST BE ADDED IN THIS FUNCTION */
void My_glRenderingvoid )
{
  
int imultiplier;
  
glClearColor0.00.00.00.0);    /* Set backdrop as black */
  
glClearGL_COLOR_BUFFER_BIT );   /* Clear the backdrop with glClearColor color */
  
glColor3f1.01.01.0 );

  for( 
0257 i++ ){
    
multiplier 4.0;
    
PosXY[i][1] -= ( 0.00001f multiplier ) ;
    if ( 
PosXY[i][1] < 0.0 )
      
PosXY[i][1] = 1.0;
   }
  
glBegin(GL_POINTS) ;
    for( 
00257 i++ ){
      
glVertex3fPosXY[i][1], PosXY[i][2], 0.0f );
     }
   
glEnd() ;
  
glFlush();
 }

/* SOME INITIALIZATIONS HERE */
void My_glInitvoid )
{
  
glMatrixModeGL_PROJECTION );
  
glLoadIdentity() ;
  
glOrtho0.01.00.01.0, -1.01.0 );
 }

/* MAIN C PROCEDURE STARTUP-SEQUENCE IS HERE */
int main(int argcchar** argv)
{
  
int i;
  for( 
1257 i++ ){                                                                                                                           
    
PosXY[i][1] = rand() % 100000 100000.0 ;
    
PosXY[i][2] = rand() % 100000 100000.0 ;
   }

  
glutInit(&argcargv);    /* Initialize Glut */
  
glutInitDisplayMode(GLUT_SINGLE GLUT_RGBA);   /* Define display mode properties such as single buffer, color mode and  */
  
glutInitWindowSize640480 );         /* define the sizes of the window to create */
  
glutInitWindowPosition300300 );
  
glutCreateWindow("AmiDARK Test Window");       /* Create the final rendering window */


  
My_glInit();
  
glutDisplayFuncMy_glRendering );
  
glutIdleFuncMy_glRendering );
  
mglEnableSync(GL_TRUE );
  
glutMainLoop();

  return 
0;
 }

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OpenGL - Small Stars scroll 4 layers.
Quite a regular
Quite a regular


Just 4 fun,
I start learning C/C++ and OpenGL and I wanted to share my 1st small test as some sort of free tutorial for C/C++ OpenGL ...
(I'm a true beginner in both C/C++ and OpenGL)

/* OpenGL Sample #1
    SStar scrolling with 4 parallaxs
*/

#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>

float PosXY[256][2];

/*  WHAT WE WANT TO DISPLAY ON SCREEN MUST BE ADDED IN THIS FUNCTION */
void My_glRenderingvoid )
{
  
int i;
  
glClearColor0.00.00.00.0);    /* Set backdrop as black */
  
glClearGL_COLOR_BUFFER_BIT );   /* Clear the backdrop with glClearColor color */
  
glColor3f1.01.01.0 );

  for( 
0257 i++ ){
    
PosXY[i][1] -= 0.0001f ;
    if ( 
64 )
      
PosXY[i][1] -= 0.0001f ;
    if ( 
128 )
      
PosXY[i][1] -= 0.0001f ;
    if ( 
192 )
      
PosXY[i][1] -= 0.0001f ;
    if ( 
PosXY[i][1] <=0.0 )
      
PosXY[i][1] = 1.0;
    
glBegin(GL_POINTS) ;
      
glVertex3fPosXY[i][1], PosXY[i][2], 0.0f );
     
glEnd() ;
   }
  
glFlush();
 }

/* SOME INITIALIZATIONS HERE */
void My_glInitvoid )
{
  
glMatrixModeGL_PROJECTION );
  
glLoadIdentity() ;
  
glOrtho0.01.00.01.0, -1.01.0 );
 }

/* MAIN C PROCEDURE STARTUP-SEQUENCE IS HERE */
int main(int argcchar** argv)
{
  
int i;
  for( 
1257 i++ ){                                                                                                                           
    
PosXY[i][1] = rand() % 100000 100000.0 ;
    
PosXY[i][2] = rand() % 100000 100000.0 ;
   }

  
glutInit(&argcargv);    /* Initialize Glut */
  
glutInitDisplayMode(GLUT_SINGLE GLUT_RGB);   /* Define display mode properties such as single buffer, color mode and  */
  
glutInitWindowSize640480 );         /* define the sizes of the window to create */
  
glutInitWindowPosition300300 );
  
glutCreateWindow("AmiDARK Test Window");       /* Create the final rendering window */


  
My_glInit();
  
glutDisplayFuncMy_glRendering );
  
glutIdleFuncMy_glRendering );
  
mglEnableSync(GL_TRUE );
  
glutMainLoop();

  return 
0;
 }


Here is a small link (Rar file) that contain both source code and executable (and CodeBENCH project) to test :
http://files.odyssey-creators.com/os4opengl/OpenGLStarsv1.rar

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Re: New version of Quake (v2.21) available
Quite a regular
Quite a regular


ah ! ok.

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Re: New version of Quake (v2.21) available
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Quite a regular


@COBRA
We'll have just to wait that OS4Depot add it :p
Thank you COBRA :)

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Re: GLUT Samples ..
Quite a regular
Quite a regular


@Hans
Thank you.

What motivate me is to see on screen what I tried to do :) it's a method that generally makes me learn faster :p because I always want to do more and see more :)

I'll share my futures tests as tutorials for opengl :)

Kindest Regards,
Freddix

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Re: GLUT Samples ..
Quite a regular
Quite a regular


@Hans
Hi Hans,

In fact, I have an old OpenGL 1 book (english book).

I'd made some tests and learning a bit from book on how OpenGL. work.
I think I've understood now the basis of it.

Here is my first test that run well :


OpenGL Sample #1
    
Show a simple box on the screen
*/

#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>

/*  WHAT WE WANT TO DISPLAY ON SCREEN MUST BE ADDED IN THIS FUNCTION */
void My_glRenderingvoid )
{
  
glClearColor0.00.00.00.0);    /* Set backdrop as black */
  
glClearGL_COLOR_BUFFER_BIT );   /* Clear the backdrop with glClearColor color */
  
glColor3f1.01.01.0 );

  
glBegin(GL_POLYGON) ;
    
glVertex3f0.250.250.0 );
    
glVertex3f0.750.250.0 );
    
glVertex3f0.750.750.0 );
    
glVertex3f0.250.750.0 );
   
glEnd() ;

  
glFlush();
 }

/* SOME INITIALIZATIONS HERE */
void My_glInitvoid )
{
  
glMatrixModeGL_PROJECTION );
  
glLoadIdentity() ;
  
glOrtho0.01.00.01.0, -1.01.0 );
 }




/* MAIN C PROCEDURE STARTUP-SEQUENCE IS HERE */
int main(int argcchar** argv)
{
  
glutInit(&argcargv);    /* Initialize Glut */
  
glutInitDisplayMode(GLUT_SINGLE GLUT_RGB);   /* Define display mode properties such as single buffer, color mode and  */
  
glutInitWindowSize640480 );         /* define the sizes of the window to create */
  
glutInitWindowPosition300300 );
  
glutCreateWindow("AmiDARK Test Window");       /* Create the final rendering window */

  
My_glInit();
  
glutDisplayFuncMy_glRendering );
  
glutMainLoop();

  return 
0;
 }


I'm also beginner in C / C++ coding ...

[EDIT]
Thank you hans for all informations and help :)


Edited by freddix on 2009/2/13 19:00:40
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Re: GLUT Samples ..
Quite a regular
Quite a regular


@Hans
I don't get confused about GLcontext, I've checked in the .h files and I've seen that GLcontext is a structure to simplify the use of GL windows (I'm right ? not ?) by handling many things in it ...

Quote:
There is a glutDestroyWindow() function, and it doesn't need a GLcontext. However, GLUT automatically closes the windows on exit. You can find the GLUT API specification here. It's missing a few of the more recent extensions such as glutGameMode(), but it's still a useful document


It's exactly this function glutDestroyWindow() that need a GLcontext ... and many others in the glut.h that contain reference to this function that ask for GLcontest argument ...

I cannot buy OpenGL books because they're all in english and I'm not english, I'm french so a full book about openGL should take ages for me to learn ... That's why I must learn with samples directly and help of other persons ...

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GLUT Samples ..
Quite a regular
Quite a regular


Hi all,

I've seen that there are GLUT.h functions that use GLcontext context integer.
But none of the samples available on HANS website nor, sample in MiniGL1.5.1 uses them ...

How can I setup context to use functions that need contexts ?

For example, samples that run in windowed mode, does not close the windows and close window need GLContext context.

Any clue ?

Kindest Regards,
Freddix

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Re: New version of Quake (v2.21) available
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Quite a regular


@COBRA:
Good job :) the game run fine on my SAM440EP...

However, I've noticed that 1280x1024 mode encounter display issue ... display is not stable in this resolution.

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Re: Hans GL samples under OS 4.1 SDK 53.xx
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Quite a regular


Ok.

I will wait then for the update and test the basic one ...

Kindest Regards
Freddix

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Re: Hans GL samples under OS 4.1 SDK 53.xx
Quite a regular
Quite a regular


@Hans
Thank you for these informations.

When I use your own MAKEFILE, I get less errors but errors occured.
I tried both SHELL command MAKE and under CodeBENCH (same results)

With GLUT-FullScreen sample :
gcc -mcrt=newlib -O3 -Wall -gstabs -DMINIGL -o GLUT-fullscreen.debug GLUT-fullscreen.o -lGL -lGLUT
GLUT-fullscreen.o: In function `key':
GLUT-fullscreen.c:152: undefined reference to `glutLeaveGameMode'
GLUT-fullscreen.o: In function `animate':
GLUT-fullscreen.c:102: undefined reference to `glutTimerFunc'
GLUT-fullscreen.o: In function `reshape':
/SDK/local/newlib/include/mgl/minigl.h:1323: undefined reference to `GLUPerspective'
GLUT-fullscreen.o: In function `main':
GLUT-fullscreen.c:49: undefined reference to `glutGameModeString'
GLUT-fullscreen.c:50: undefined reference to `glutEnterGameMode'
GLUT-fullscreen.c:61: undefined reference to `glutTimerFunc'
make: *** [GLUT-fullscreen] Error 1

I modified nothing.

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Re: Hans GL samples under OS 4.1 SDK 53.xx
Quite a regular
Quite a regular


@Hans
CodeBENCH create the MAKEFILE and compiles
I tried both CodeBENCH and shell with MAKE ALL
And I give the same result.

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Re: Hans GL samples under OS 4.1 SDK 53.xx
Quite a regular
Quite a regular


@ZeroG
I created a new project under CodeBENCH, using GL_FullScreen.c sample.

Here is the compilation errors :
SDK:gcc/bin/gcc -c GLUT-fullscreen.c -o GLUT-fullscreen.o -lauto -lraauto
gcc: -lauto: linker input file unused because linking not done
gcc: -lraauto: linker input file unused because linking not done
SDK:gcc/bin/gcc GLUT-fullscreen.o -o GLUT-fullscreen.exe -lauto -lraauto
GLUT-fullscreen.o: In function `main':
GLUT-fullscreen.c:(.text+0x4c): undefined reference to `glutGameModeString'
GLUT-fullscreen.c:(.text+0x50): undefined reference to `glutEnterGameMode'
GLUT-fullscreen.c:(.text+0x9c): undefined reference to `glutTimerFunc'
GLUT-fullscreen.o: In function `glutInit':
GLUT-fullscreen.c:(.text+0xe2): undefined reference to `__glut_current_context'
GLUT-fullscreen.c:(.text+0xe6): undefined reference to `__glut_current_context'
GLUT-fullscreen.c:(.text+0xf2): undefined reference to `__glut_current_context'
GLUT-fullscreen.c:(.text+0xf6): undefined reference to `__glut_current_context'
GLUT-fullscreen.o: In function `glutInitDisplayMode':
GLUT-fullscreen.c:(.text+0x13a): undefined reference to `__glut_current_context'
GLUT-fullscreen.o:GLUT-fullscreen.c:(.text+0x13e): more undefined references to `__glut_current_context' follow
GLUT-fullscreen.o: In function `glClearColor':
GLUT-fullscreen.c:(.text+0x3fe): undefined reference to `mini_CurrentContext'
GLUT-fullscreen.c:(.text+0x402): undefined reference to `mini_CurrentContext'
GLUT-fullscreen.c:(.text+0x40e): undefined reference to `mini_CurrentContext'
GLUT-fullscreen.c:(.text+0x412): undefined reference to `mini_CurrentContext'
GLUT-fullscreen.o: In function `glEnable':
GLUT-fullscreen.c:(.text+0x45e): undefined reference to `mini_CurrentContext'
GLUT-fullscreen.o:GLUT-fullscreen.c:(.text+0x462): more undefined references to `mini_CurrentContext' follow
GLUT-fullscreen.o: In function `gluPerspective':
GLUT-fullscreen.c:(.text+0x670): undefined reference to `GLUPerspective'
GLUT-fullscreen.o: In function `glMatrixMode':
GLUT-fullscreen.c:(.text+0x6a6): undefined reference to `mini_CurrentContext'
GLUT-fullscreen.c:(.text+0x6aa): undefined reference to `mini_CurrentContext'
GLUT-fullscreen.c:(.text+0x6b6): undefined reference to `mini_CurrentContext'
GLUT-fullscreen.c:(.text+0x6ba): undefined reference to `mini_CurrentContext'
GLUT-fullscreen.o: In function `glLoadIdentity':
GLUT-fullscreen.c:(.text+0x6f6): undefined reference to `mini_CurrentContext'
GLUT-fullscreen.o:GLUT-fullscreen.c:(.text+0x6fa): more undefined references to `mini_CurrentContext' follow
GLUT-fullscreen.o: In function `animate':
GLUT-fullscreen.c:(.text+0x758): undefined reference to `glutTimerFunc'
GLUT-fullscreen.o: In function `glTranslatef':
GLUT-fullscreen.c:(.text+0x916): undefined reference to `mini_CurrentContext'
GLUT-fullscreen.c:(.text+0x91a): undefined reference to `mini_CurrentContext'
GLUT-fullscreen.c:(.text+0x926): undefined reference to `mini_CurrentContext'
GLUT-fullscreen.c:(.text+0x92a): undefined reference to `mini_CurrentContext'
GLUT-fullscreen.o: In function `glRotatef':
GLUT-fullscreen.c:(.text+0x97e): undefined reference to `mini_CurrentContext'
GLUT-fullscreen.o:GLUT-fullscreen.c:(.text+0x982): more undefined references to `mini_CurrentContext' follow
GLUT-fullscreen.o: In function `glutSwapBuffers':
GLUT-fullscreen.c:(.text+0xb5a): undefined reference to `__glut_current_context'
GLUT-fullscreen.c:(.text+0xb5e): undefined reference to `__glut_current_context'
GLUT-fullscreen.c:(.text+0xb6a): undefined reference to `__glut_current_context'
GLUT-fullscreen.c:(.text+0xb6e): undefined reference to `__glut_current_context'
GLUT-fullscreen.o: In function `glFlush':
GLUT-fullscreen.c:(.text+0xba6): undefined reference to `mini_CurrentContext'
GLUT-fullscreen.c:(.text+0xbaa): undefined reference to `mini_CurrentContext'
GLUT-fullscreen.c:(.text+0xbb6): undefined reference to `mini_CurrentContext'
GLUT-fullscreen.c:(.text+0xbba): undefined reference to `mini_CurrentContext'
GLUT-fullscreen.o: In function `key':
GLUT-fullscreen.c:(.text+0xc14): undefined reference to `glutLeaveGameMode'
make: *** [GLUT-fullscreen.exe] Error 1

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Hans GL samples under OS 4.1 SDK 53.xx
Quite a regular
Quite a regular


Hi,

Does someone know how I can compile the HANS samples ?
I've installed the miniGL, copied includes with the ones of the SDK and I always get 39 errors concerning "undefined reference" ...

Thank you.

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[BUG] Source files support & AmigaOS4.1 53.xx
Quite a regular
Quite a regular


Hi All,

I've noticed that when I create a new project,
if I add source files in the project window at "Source FIles..." section, compilation gives me an error with "gcc: cannot specify -o with -c or -S with multiple files ...

Is this a bug or something I've forgotten to setup ?

[EDIT] : Forget, It was due to my project setup where 2 files did contain the same C code ... I re create a new project with only 1 .c file and no backup and all is now ok.

Regards,
AmiDARK.

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Re: SDK 53.xx and Code Bench
Quite a regular
Quite a regular


@abalaban
Thank you for these informations.

Now that I have added the option you said, the source code compile, create an executable and it work :)
even under Code BENCH 0.8 :)

Thank you.

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