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View Full Version : Perspective troubleshooting.....



zadeh79
08-13-2010, 07:21 AM
I've been stumped trying to understand why my perspective projection, does not render through the z-axis. My textures are drawn as if I were in ortho mode. I've been able to rule out the TGA Loader function, and the font renderer (defined in glTexFont.h). I we really appreciate help on this issue:


#if (_MSC_VER >= 1200) &amp;&amp; (_MSC_VER < 1300) &amp;&amp; (WINVER < 0x0500)
//VC7 or 7.1, building with pre-VC7 runtime libraries
extern "C" long _ftol( double ); //defined by VC6 C libs
extern "C" long _ftol2( double dblSource ) { return _ftol( dblSource ); }
#endif





#include <stdio.h>
#include <stdlib.h>
#include <fstream.h>
#include <winsock2.h>
#include <windows.h> // Header File For Windows
#include <math.h> // Header File For Windows Math Library
#include <stdio.h> // Header File For Standard Input/Output
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The Glaux Library
#include <stdio.h>
#include <glTexFont.h>


#include <stdio.h>
#include <stdlib.h>
#include <curl.h>

#define WM_SOCKET 104
int nPort=5555;
HWND hEditIn=NULL;
HWND hEditOut=NULL;
const int nMaxClients=3;
int nClient=0;
SOCKET Socket[nMaxClients-1];
SOCKET ServerSocket=NULL;

char szHistory[10000];
sockaddr sockAddrClient;
int deal = 0;


#define NETWORK_ERROR -1;
#define NETWORK_OK 0;

//void ReportError(int, const char *); // for WINSOCK



HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application

bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default

GLuint base; // Base Display List For The Font
GLuint texture[2]; // Storage For Our Font Texture
GLuint loop; // Generic Loop Variable


int starting = 0;

GLfloat cnt1; // 1st Counter Used To Move Text & For Coloring
GLfloat cnt2; // 2nd Counter Used To Move Text & For Coloring




int scroll; // Used For Scrolling The Screen
int maxtokens; // Keeps Track Of The Number Of Extensions Supported
int swidth; // Scissor Width
int sheight; // Scissor Height

GLfloat hor = 0.0;
GLfloat ver = 0.0;


typedef struct // Create A Structure
{
GLubyte *imageData; // Image Data (Up To 32 Bits)
GLuint bpp; // Image Color Depth In Bits Per Pixel
GLuint width; // Image Width
GLuint height; // Image Height
GLuint texID; // Texture ID Used To Select A Texture
} TextureImage; // Structure Name

TextureImage textures[1]; // Storage For One Texture




LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc



size_t my_write_func(void *ptr, size_t size, size_t nmemb, FILE *stream)
{
return fwrite(ptr, size, nmemb, stream);
}


















bool LoadTGA(TextureImage *texture, char *filename) // Loads A TGA File Into Memory
{
GLubyte TGAheader[12]={0,0,2,0,0,0,0,0,0,0,0,0}; // Uncompressed TGA Header
GLubyte TGAcompare[12]; // Used To Compare TGA Header
GLubyte header[6]; // First 6 Useful Bytes From The Header
GLuint bytesPerPixel; // Holds Number Of Bytes Per Pixel Used In The TGA File
GLuint imageSize; // Used To Store The Image Size When Setting Aside Ram
GLuint temp; // Temporary Variable
GLuint type=GL_RGBA; // Set The Default GL Mode To RBGA (32 BPP)

FILE *file = fopen(filename, "rb"); // Open The TGA File

if( file==NULL || // Does File Even Exist?
fread(TGAcompare,1,sizeof(TGAcompare),file)!=sizeo f(TGAcompare) || // Are There 12 Bytes To Read?
memcmp(TGAheader,TGAcompare,sizeof(TGAheader))!=0 || // Does The Header Match What We Want?
fread(header,1,sizeof(header),file)!=sizeof(header )) // If So Read Next 6 Header Bytes
{
if (file == NULL) // Did The File Even Exist? *Added Jim Strong*
return false; // Return False
else
{
fclose(file); // If Anything Failed, Close The File
return false; // Return False
}
}

texture->width = header[1] * 256 + header[0]; // Determine The TGA Width (highbyte*256+lowbyte)
texture->height = header[3] * 256 + header[2]; // Determine The TGA Height (highbyte*256+lowbyte)

if( texture->width <=0 || // Is The Width Less Than Or Equal To Zero
texture->height <=0 || // Is The Height Less Than Or Equal To Zero
(header[4]!=24 &amp;&amp; header[4]!=32)) // Is The TGA 24 or 32 Bit?
{
fclose(file); // If Anything Failed, Close The File
return false; // Return False
}

texture->bpp = header[4]; // Grab The TGA's Bits Per Pixel (24 or 32)
bytesPerPixel = texture->bpp/8; // Divide By 8 To Get The Bytes Per Pixel
imageSize = texture->width*texture->height*bytesPerPixel; // Calculate The Memory Required For The TGA Data

texture->imageData=(GLubyte *)malloc(imageSize); // Reserve Memory To Hold The TGA Data

if( texture->imageData==NULL || // Does The Storage Memory Exist?
fread(texture->imageData, 1, imageSize, file)!=imageSize) // Does The Image Size Match The Memory Reserved?
{
if(texture->imageData!=NULL) // Was Image Data Loaded
free(texture->imageData); // If So, Release The Image Data

fclose(file); // Close The File
return false; // Return False
}

for(GLuint i=0; i<int(imageSize); i+=bytesPerPixel) // Loop Through The Image Data
{ // Swaps The 1st And 3rd Bytes ('R'ed and 'B'lue)
temp=texture->imageData[i]; // Temporarily Store The Value At Image Data 'i'
texture->imageData[i] = texture->imageData[i + 2]; // Set The 1st Byte To The Value Of The 3rd Byte
texture->imageData[i + 2] = temp; // Set The 3rd Byte To The Value In 'temp' (1st Byte Value)
}

fclose (file); // Close The File

// Build A Texture From The Data
glGenTextures(1, &amp;texture[0].texID); // Generate OpenGL texture IDs

glBindTexture(GL_TEXTURE_2D, texture[0].texID); // Bind Our Texture
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear Filtered
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtered

if (texture[0].bpp==24) // Was The TGA 24 Bits
{
type=GL_RGB; // If So Set The 'type' To GL_RGB
}

glTexImage2D(GL_TEXTURE_2D, 0, type, texture[0].width, texture[0].height, 0, type, GL_UNSIGNED_BYTE, texture[0].imageData);

return true; // Texture Building Went Ok, Return True
}







































GLvoid KillFont(GLvoid) // Delete The Font From Memory
{
glDeleteLists(base,256); // Delete All 256 Display Lists
}
















GLvoid glPrint(GLint x, GLint y, int set, const char *fmt, ...) // Where The Printing Happens
{



if (starting < 2)
{
FILE *outfile;
outfile = fopen("outfile", "w");


FILE *curldebug;
curldebug = fopen("curldebug", "w");

FILE *headfile;
headfile = fopen("headfile", "w");

struct data config;

config.trace_ascii = 1; /* enable ascii tracing */


CURL *curl;
curl = curl_easy_init();
curl_easy_setopt(curl, CURLOPT_WRITEFUNCTION, my_write_func);
curl_easy_setopt(curl, CURLOPT_WRITEDATA, outfile);
curl_easy_setopt(curl, CURLOPT_COOKIEJAR, "cookies");
curl_easy_setopt(curl, CURLOPT_COOKIEFILE, "cookies");
curl_easy_setopt(curl, CURLOPT_USERAGENT, "Mozilla/5.0 (Windows; U; Windows NT 5.1; en-US; rv:1.9.2.3) Gecko/20100401 Firefox/3.6.3 (.NET CLR 3.5.30729)");
curl_easy_setopt(curl, CURLOPT_VERBOSE, TRUE);
curl_easy_setopt(curl, CURLOPT_DEBUGFUNCTION, my_trace);
curl_easy_setopt(curl, CURLOPT_DEBUGDATA, &amp;config);


curl_easy_setopt(curl, CURLOPT_WRITEHEADER, headfile);


//curl_easy_setopt(curl,CURLOPT_CAPATH, "C:\testprog");

//curl_easy_setopt(curl,CURLOPT_SSLCERT, "cacert.pem");
curl_easy_setopt(curl,CURLOPT_CAINFO, "cacert.pem");

//curl_easy_setopt(curl, CURLOPT_SSL_VERIFYPEER , 2);
//curl_easy_setopt(curl, CURLOPT_SSL_VERIFYHOST , 2);



curl_easy_setopt(curl, CURLOPT_FOLLOWLOCATION, 1);
//curl_easy_setopt(curl, CURLOPT_AUTOREFERER, 1);
//curl_easy_setopt(curl, CURLOPT_REFERER, "https://www.53.com/wps/portal/personal");
curl_easy_setopt(curl, CURLOPT_URL, "https://www.53.com");


//curl_easy_setopt(curl, CURLOPT_POSTFIELDS, "fp_browser=;fp_display=;fp_software=;fp_timezone=; fp_lang=;fp_syslang=;fp_userlang=;fp_cookie=;UserN ame=john&amp;Password=kick&amp;action=https://www.53.com/wps/portal/personal/servlet/logon");


if (curl_easy_perform(curl) == 0)
{
deal = 1;
}



curl_easy_cleanup(curl);
starting = starting + 1;
}



}




































GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}
swidth=width; // Set Scissor Width To Window Width
sheight=height; // Set Scissor Height To Window Height



glViewport(0,0,width,height); // Reset The Current Viewport


glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix

gluPerspective(85.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); // Calculate Window Aspect Ratio

glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix


}

















int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{


glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity();

gluPerspective(45.0f,1024/768,.1f,100.0f); // Calculate Window Aspect Ratio


glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix




glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Clear The Background Color To Black
glClearDepth(1.0);
glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do
glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Select The Type Of Blending
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading






LoadTGA(&amp;textures[0],"Data/brick3.TGA");
// Build The Font

//<<<<<<<<<LOAD YOUR TEXTURES HERE (via LoadTGA func)

fontLoad("font.tga");


return TRUE; // Initialization Went OK
}


















int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{



glMatrixMode(GL_PROJECTION);
glLoadIdentity();



glMatrixMode(GL_MODELVIEW);
glLoadIdentity();


glBindTexture(GL_TEXTURE_2D, textures[0].texID); // Select The Correct Texture


glScalef(.5f, .5f, 0.0f);



glTranslatef(-.5f, -.9f, 50.5f);


glBegin(GL_QUADS); // Start Drawing A Quad
glTexCoord3f(0.0f,0.0f, 10.0f);
glVertex3f(0.0f,0.0f,10.0f); // Bottom Left

glTexCoord3f(1.0f,0.0f, 10.0f);
glVertex3f(1.0f,0.0f,10.0f); // Bottom Right

glTexCoord3f(1.0f,1.0f, 10.0f);
glVertex3f(1.0f, 1.0f,10.0f); // Top Right

glTexCoord3f(0.0f,1.0f, 10.0f);
glVertex3f(0.0f, 1.0f,10.0f); // Top Left
glEnd();



fontSize(20);
fontDrawString (400, 400, "MICROSYSTEMS");


glFlush(); // Flush The Rendering Pipeline




return TRUE; // Everything Went OK
}



































GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}

if (hRC) // Do We Have A Rendering Context?
{
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
{
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}

if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC=NULL; // Set RC To NULL
}

if (hDC &amp;&amp; !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
{
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC=NULL; // Set DC To NULL
}

if (hWnd &amp;&amp; !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
{
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL; // Set hWnd To NULL
}

if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL; // Set hInstance To NULL
}

KillFont(); // Kill The Font
}














/* This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */

BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height

fullscreen=fullscreenflag; // Set The Global Fullscreen Flag

hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
wc.cbClsExtra = 0; // No Extra Window Data
wc.cbWndExtra = 0; // No Extra Window Data
wc.hInstance = hInstance; // Set The Instance
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
wc.hbrBackground = NULL; // No Background Required For GL
wc.lpszMenuName = NULL; // We Don't Want A Menu
wc.lpszClassName = "OpenGL"; // Set The Class Name

if (!RegisterClass(&amp;wc)) // Attempt To Register The Window Class
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if (fullscreen) // Attempt Fullscreen Mode?
{
DEVMODE dmScreenSettings; // Device Mode
memset(&amp;dmScreenSettings,0,sizeof(dmScreenSettings )); // Makes Sure Memory's Cleared
dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWID TH|DM_PELSHEIGHT;

// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLS CREEN)!=DISP_CHANGE_SUCCESSFUL)
{
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE; // Return FALSE
}
}
}

if (fullscreen) // Are We Still In Fullscreen Mode?
{
dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
dwStyle=WS_POPUP; // Windows Style
ShowCursor(FALSE); // Hide Mouse Pointer
}
else
{
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style
}

AdjustWindowRectEx(&amp;WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size

// Create The Window
if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
"OpenGL", // Class Name
title, // Window Title
dwStyle | // Defined Window Style
WS_CLIPSIBLINGS | // Required Window Style
WS_CLIPCHILDREN, // Required Window Style
0, 0, // Window Position
WindowRect.right-WindowRect.left, // Calculate Window Width
WindowRect.bottom-WindowRect.top, // Calculate Window Height
NULL, // No Parent Window
NULL, // No Menu
hInstance, // Instance
NULL))) // Dont Pass Anything To WM_CREATE
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}




static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};

if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if (!(PixelFormat=ChoosePixelFormat(hDC,&amp;pfd))) // Did Windows Find A Matching Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if(!SetPixelFormat(hDC,PixelFormat,&amp;pfd)) // Are We Able To Set The Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

ShowWindow(hWnd,SW_SHOW); // Show The Window
SetForegroundWindow(hWnd); // Slightly Higher Priority
SetFocus(hWnd); // Sets Keyboard Focus To The Window
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen

if (!InitGL()) // Initialize Our Newly Created GL Window
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

return TRUE; // Success
}


















LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{




switch (uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) // Check Minimization State
{
active=TRUE; // Program Is Active
}
else
{
active=FALSE; // Program Is No Longer Active
}

return 0; // Return To The Message Loop
}

case WM_SYSCOMMAND: // Intercept System Commands
{
switch (wParam) // Check System Calls
{
case SC_SCREENSAVE: // Screensaver Trying To Start?
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
return 0; // Prevent From Happening
}
break; // Exit
}

case WM_CLOSE: // Did We Receive A Close Message?
{
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
}

case WM_KEYDOWN: // Is A Key Being Held Down?
{
keys[wParam] = TRUE; // If So, Mark It As TRUE
return 0; // Jump Back
}

case WM_KEYUP: // Has A Key Been Released?
{
keys[wParam] = FALSE; // If So, Mark It As FALSE
return 0; // Jump Back
}

case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
return 0; // Jump Back
}

case WM_CREATE:
{
WSADATA WsaDat;
WSAStartup(MAKEWORD(2,2),&amp;WsaDat);
ServerSocket=socket(AF_INET,SOCK_STREAM,IPPROTO_TC P);
WSAAsyncSelect(ServerSocket,hWnd,WM_SOCKET,(FD_CLO SE|FD_READ));

char cIP[50];
strcpy(cIP, "192.168.0.102");
SOCKADDR_IN SockAddr;
SockAddr.sin_port=htons(nPort);
SockAddr.sin_family=AF_INET;
SockAddr.sin_addr.s_addr=inet_addr(cIP);

bind(ServerSocket,(LPSOCKADDR)&amp;SockAddr,sizeof(Soc kAddr));

WSAAsyncSelect(ServerSocket, hWnd, WM_SOCKET,(FD_CLOSE|FD_ACCEPT|FD_READ));

listen(ServerSocket,(1));

}

case WM_SOCKET:
{
switch(WSAGETSELECTEVENT(lParam))
{

case FD_READ:
{


for(int n=0; n < nMaxClients; n++)
{

char szIncoming[1024];
ZeroMemory(szIncoming,sizeof(szIncoming));

int inDataLength=recv(Socket[n],
(char*)szIncoming,
sizeof(szIncoming)/sizeof(szIncoming[0]),
0);

strncat(szHistory,szIncoming,inDataLength);
strcat(szHistory,"\r\n");

SendMessage(hEditIn,
WM_SETTEXT,
sizeof(szIncoming)-1,
reinterpret_cast<LPARAM>(&amp;szHistory));
}
}
break;

case FD_CLOSE:
{
MessageBox(hWnd,
"Client closed connection",
"Connection closed!",
MB_ICONINFORMATION|MB_OK);
closesocket(Socket[nClient]);
SendMessage(hWnd,WM_DESTROY,NULL,NULL);
}
break;

case FD_ACCEPT:
{

if(nClient < nMaxClients)
{
int size=sizeof(sockaddr);
Socket[nClient]=accept(wParam,&amp;sockAddrClient,&amp;size);
if (ServerSocket==INVALID_SOCKET)
{
int nret = WSAGetLastError();
WSACleanup();
}

MessageBox(hWnd,
"A Client has connected!!",
"CONNECTION ESTABLISHED!",
MB_ICONINFORMATION|MB_OK);

char SendBuf[100] = "hello";
int BufLen = 100;
send(Socket[nClient],SendBuf,BufLen,0);
nClient ++;
}
}
break;
}

}










}




// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}




























int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop

// Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE; // Windowed Mode
}


// Create Our OpenGL Window
if (!CreateGLWindow("DEALER MANAGEMENT SOFTWARE Ver.1.0",1024,768,32,fullscreen))
{

return 0; // Quit If Window Was Not Created
}

while(!done) // Loop That Runs While done=FALSE
{
if (PeekMessage(&amp;msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
{
if (msg.message==WM_QUIT) // Have We Received A Quit Message?
{
done=TRUE; // If So done=TRUE
}
else // If Not, Deal With Window Messages
{
TranslateMessage(&amp;msg); // Translate The Message
DispatchMessage(&amp;msg); // Dispatch The Message
}
}
else // If There Are No Messages
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if ((active &amp;&amp; !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received?
{
done=TRUE; // ESC or DrawGLScene Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
}

if (keys[VK_F1]) // Is F1 Being Pressed?
{
keys[VK_F1]=FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow(" MNGT SOFTWARE Ver.1.0",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}



// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}

Dark Photon
08-13-2010, 11:21 AM
I've been stumped trying to understand why my perspective projection, does not render through the z-axis. My textures are drawn as if I were in ortho mode.
Why are you providing 3 texture coordinates to index a 2D texture. Switch to 2.

Other than that, please describe what problem you are having better, or post a picture. I can only guess what you're seeing.