Sorry for the lack of details, but I’m stumped why such simple code would work on my machine but no one else’s(tested it on another machine). At first I thought it was because I was running Visual Studio 6, and the lab runs .Net, but that doesn’t appear to be the problem.
My program uses display lists to draw the world objects, then translates them, etc…
for example:
glNewList(PADDLE, GL_COMPILE);
glLineWidth(2.0);
glDisable(GL_LIGHTING);
glBegin(GL_POLYGON);
glColor4f(1.0,.0,.0,0.4);
glVertex3iv(paddle_vertex[0]);
glVertex3iv(paddle_vertex[1]);
glVertex3iv(paddle_vertex[2]);
glVertex3iv(paddle_vertex[3]);
glEnd();
glBegin(GL_LINE_LOOP);
glColor4f(1.0,.0,.0,1.0);
glVertex3iv(paddle_vertex[0]);
glVertex3iv(paddle_vertex[1]);
glVertex3iv(paddle_vertex[2]);
glVertex3iv(paddle_vertex[3]);
glEnd();
glEnable(GL_LIGHTING);
glLineWidth(1.0);
glEndList();
I’m using a perspective view, and I know the code that tracks the paddle movement works since the ball does rebound, just can’t see it. I was just wondering why I would have to alter my code for such a simple program that isn’t hardware dependent?
The video card I have is a geforce 3, and the lab’s are gateways, probably with integrated video.
Also, when I was runnin it on the lab’s pc, I got what looks like a quater of the paddle to appear and work correctly by altering the third parameter of the following:
/* ball /
glTranslatef(ball_pos[0],ball_pos[1],ball_pos[2]);/ move the ball /
glMaterialfv(GL_FRONT, GL_DIFFUSE, ball_diffuse);
glCallList(BALL);/ draw the ball */
glLoadIdentity();