Polygon Toddler

01-13-2007, 05:29 PM

Hello guys,

I m newcomer to OpenGL and so far I have learned on how to use GlDrawpixels(...). I succeeded in rendering 1 color (using GL_LUMINANCE). However, when I used GL_RGB for 256color, the animation frames overlap each other. It is weird because it worked fine for 1-color. Can someone give me any hint whats going on? Here is a bit of mycode.

#include <GL/glut.h>

#include <GL/gl.h>

#include <math.h>

#include <string.h>

#define NS_WINSIZE 512

const float PI=3.14159265358979;

float XPoint(float,float, float,float, float,float);

float YPoint(float,float, float,float, float,float);

void fractal(float,float,int,const float);

unsigned char img1[NS_WINSIZE * NS_WINSIZE][3];

void display()

{

glClear(GL_COLOR_BUFFER_BIT);

for (unsigned int i = 0; i < 48; i++)

{

memset(img1,0, NS_WINSIZE * NS_WINSIZE);

fractal(0,0,20,PI*i/24);

glDrawPixels(NS_WINSIZE, NS_WINSIZE, GL_RGB, GL_UNSIGNED_BYTE, img1);

glFlush();

}

}

int main(int argc, char** argv){

glutInit(&argc, argv);

glutInitWindowSize(NS_WINSIZE, NS_WINSIZE);

glutCreateWindow("Fractal Viewer");

glutDisplayFunc(display);

glutMainLoop();

return 0;

}

float XPoint(float xc,float yc, float theta,float scale, float x,float y){

return ((x*cos(theta)-y*sin(theta))*scale+xc);

}

float YPoint(float xc,float yc, float theta,float scale, float x,float y){

return ((x*sin(theta)+y*cos(theta))*scale+yc);

}

void fractal(float x, float y, int depth, const float ang) {

if (depth==0) {

int xc,yc;

xc = int( (x-(-2)) * NS_WINSIZE/4);

yc = int( (y-(-2)) * NS_WINSIZE/4);

img1[NS_WINSIZE*yc+xc][0]=204;

img1[NS_WINSIZE*yc+xc][1]=51;

img1[NS_WINSIZE*yc+xc][2]=153;

} else {

fractal(XPoint(1,0,0+ang,.70710678,x,y),YPoint(1,0 ,0+ang,.70710678,x,y),depth-1,ang);

fractal(XPoint(-1,0,0-ang,.70710678,x,y),YPoint(-1,0,0-ang,.70710678,x,y),depth-1,ang);

}

}

The colors blend works well. The only problem is overlapping frames.

I m newcomer to OpenGL and so far I have learned on how to use GlDrawpixels(...). I succeeded in rendering 1 color (using GL_LUMINANCE). However, when I used GL_RGB for 256color, the animation frames overlap each other. It is weird because it worked fine for 1-color. Can someone give me any hint whats going on? Here is a bit of mycode.

#include <GL/glut.h>

#include <GL/gl.h>

#include <math.h>

#include <string.h>

#define NS_WINSIZE 512

const float PI=3.14159265358979;

float XPoint(float,float, float,float, float,float);

float YPoint(float,float, float,float, float,float);

void fractal(float,float,int,const float);

unsigned char img1[NS_WINSIZE * NS_WINSIZE][3];

void display()

{

glClear(GL_COLOR_BUFFER_BIT);

for (unsigned int i = 0; i < 48; i++)

{

memset(img1,0, NS_WINSIZE * NS_WINSIZE);

fractal(0,0,20,PI*i/24);

glDrawPixels(NS_WINSIZE, NS_WINSIZE, GL_RGB, GL_UNSIGNED_BYTE, img1);

glFlush();

}

}

int main(int argc, char** argv){

glutInit(&argc, argv);

glutInitWindowSize(NS_WINSIZE, NS_WINSIZE);

glutCreateWindow("Fractal Viewer");

glutDisplayFunc(display);

glutMainLoop();

return 0;

}

float XPoint(float xc,float yc, float theta,float scale, float x,float y){

return ((x*cos(theta)-y*sin(theta))*scale+xc);

}

float YPoint(float xc,float yc, float theta,float scale, float x,float y){

return ((x*sin(theta)+y*cos(theta))*scale+yc);

}

void fractal(float x, float y, int depth, const float ang) {

if (depth==0) {

int xc,yc;

xc = int( (x-(-2)) * NS_WINSIZE/4);

yc = int( (y-(-2)) * NS_WINSIZE/4);

img1[NS_WINSIZE*yc+xc][0]=204;

img1[NS_WINSIZE*yc+xc][1]=51;

img1[NS_WINSIZE*yc+xc][2]=153;

} else {

fractal(XPoint(1,0,0+ang,.70710678,x,y),YPoint(1,0 ,0+ang,.70710678,x,y),depth-1,ang);

fractal(XPoint(-1,0,0-ang,.70710678,x,y),YPoint(-1,0,0-ang,.70710678,x,y),depth-1,ang);

}

}

The colors blend works well. The only problem is overlapping frames.