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  1. Please refer to this site for more information http://longhorn.msdn.microsoft.com/ =========================================================== Seriously saying will longhorn be very different from windows XP? Well i have read some articles that say that some new compiler to compile codes... And wht is WinFX?? totally no idea wht's that.... Do we need to learn this and upgrade ourselves?
  2. RenderGL() //Place your OpenGL drawing code here glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); //Drawing of Background glBindTexture(GL_TEXTURE_2D, texture); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(-3.5f,-2.5f,-3.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 3.5f,-2.5f,-3.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 3.5f, 2.5f,-3.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-3.5f, 2.5f,-3.0f); glEnd(); glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glBindTexture(GL_TEXTURE_2D, texture); //Drawing of Ball glTranslatef(Config->Ball->Position.X,Config->Ball->Position.Y,0.0f); glRotatef(rsph,0.0f,1.0f,0.0f); glColor3f(1.0f,1.0f,0.0f); GLUquadricObj* q = gluNewQuadric(); gluQuadricDrawStyle(q,GLU_FILL); gluQuadricNormals(q,GLU_SMOOTH); gluSphere( q, Config->Ball->Radius, 30, 30); rsph+=0.8f; setup() glEnable (GL_DEPTH_TEST); glEnable (GL_LIGHTING); glLightModelfv (GL_LIGHT_MODEL_AMBIENT, ambient_light); glLightfv (GL_LIGHT0, GL_DIFFUSE, source_light); glLightfv (GL_LIGHT0, GL_POSITION, light_pos); glEnable (GL_LIGHT0); glEnable (GL_COLOR_MATERIAL); glColorMaterial (GL_FRONT, GL_AMBIENT_AND_DIFFUSE); glEnable (GL_CULL_FACE); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glFrontFace(GL_CCW); glEnable(GL_TEXTURE_2D); bitmapData = LoadBitmapFile("texture\\scenary.bmp", &bitmapInfoHeader); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, bitmapInfoHeader.biWidth, bitmapInfoHeader.biHeight, GL_RGB, GL_UNSIGNED_BYTE, bitmapData); //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bitmapInfoHeader.biWidth, bitmapInfoHeader.biHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmapData); glFlush(); Hi guys, I had tried out a lot of the tutorials online nehe and others, even books too. But I just cannot get this enviroment mapping to work. I am using Borland C++ Builder 3 to code so pls kindly help me. Thank You.
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