updating frame prob

I’m having trouble with this source that moves the camera with the cursor keys. I can’t get it to redraw the frame, so that there’s no movement. I’ve tried using the glutIdleFunc but the compiler gives following error:

118 C:\Program Files\c++\Dev-Cpp\ben-prog\glgrid3.cpp
invalid conversion from void (*)(int, int)' tovoid (*)()’

Also, when I use glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB); as oppose to GLUT_SINGLE, all I get is a blank screen.
What do I need to update frame?

#include <math.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <stdlib.h>

static float angle=0.0,ratio;
static float x=0.0f,y=1.75f,z=5.0f;
static float lx=0.0f,ly=0.0f,lz=-1.0f;
static GLint snowman_display_list;

void init(void)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glShadeModel (GL_FLAT);
}
void Draw3DSGrid(void)
{
// This function was added to give a better feeling of moving around.
// A black background just doesn’t give it to ya We just draw 100
// green lines vertical and horizontal along the X and Z axis.

// Turn the lines GREEN
glColor3ub(0, 255, 0);

// Draw a 1x1 grid along the X and Z axis'
for(float i = -50; i &lt;= 50; i += 1)
{
	// Start drawing some lines
	glBegin(GL_LINES);

		// Do the horizontal lines (along the X)
		glVertex3f(-50, 0, i);
		glVertex3f(50, 0, i);

		// Do the vertical lines (along the Z)
		glVertex3f(i, 0, -50);
		glVertex3f(i, 0, 50);

	// Stop drawing lines
	glEnd();
}

}
void display(void)
{
glClear (GL_COLOR_BUFFER_BIT);
//glPushMatrix();
glColor3f (1.0, 1.0, 1.0);
glLoadIdentity (); /* clear the matrix /
/
viewing transformation */
gluLookAt(x, y, z,
x + lx,y + ly,z + lz,
0.0f,1.0f,0.0f);

//gluLookAt (0.0, 1.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glScalef (1.0, 2.0, 1.0); /* modeling transformation */
glutWireCube (1.0);
Draw3DSGrid();
//glPopMatrix();
glFlush ();
}
void reshape (int w, int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glFrustum (-1.0, 1.0, -1.0, 1.0, 1.5, 20.0);
glMatrixMode (GL_MODELVIEW);
glutSwapBuffers();
}

void orientMe(float ang) {

lx = sin(ang);
lz = -cos(ang);
glLoadIdentity();
gluLookAt(x, y, z, 
	      x + lx,y + ly,z + lz,
		  0.0f,1.0f,0.0f);

}
void moveMeFlat(int direction) {
x = x + direction*(lx)0.1;
z = z + direction
(lz)*0.1;
glLoadIdentity();
gluLookAt(x, y, z,
x + lx,y + ly,z + lz,
0.0f,1.0f,0.0f);
}

void inputKey(int key, int x, int y) {

switch (key) {
	case GLUT_KEY_LEFT : 
		angle -= 0.01f;
		orientMe(angle);break;
	case GLUT_KEY_RIGHT : 
		angle +=0.01f;
		orientMe(angle);break;
	case GLUT_KEY_UP : 
		moveMeFlat(1);break;
	case GLUT_KEY_DOWN : 
		moveMeFlat(-1);break;
}

}

int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize (500, 500);
glutInitWindowPosition (100, 100);
glutCreateWindow (argv[0]);
init();
glutSpecialFunc ( inputKey );
glutDisplayFunc(display);
glutIdleFunc(reshape);

glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}

I see two things you don’t have an idle routine, you just used you reshape routine as you idle.

Also you have you glutSwapBuffers in your resphape routine, it should be at the end of your display routine.

In these two routines you are repeating code that is already in your display routine, remove it since it does nothing.

Code now should look like these:

void orientMe(float ang) {

lx = sin(ang);
lz = -cos(ang);

}

void moveMeFlat(int direction) {
x = x + direction*(lx)0.1;
z = z + direction
(lz)*0.1;

}

[This message has been edited by nexusone (edited 07-27-2003).]