OpenGL: set glPrint() location relative to screen - c++

I am trying to print some debugging info (FPS, camera location and rotation, etc) in the lower left of the screen. I have set it up so that it works fine using glTranslate() and glRasterPos2f(), but if I try and resize the window, the text is no longer resting perfectly in the corner, and depending on how much I stretch out the window, it may appear in the middle of the screen, or it may start getting cut off. Is there any way to use glPrint() to print text that will be say, 10px from the left, and 10px to the right?
Here is the code I am using:
GLvoid glPrint(const char *fmt, ...){ // Custom GL "Print" Routine
char text[256]; // Holds Our String
va_list ap; // Pointer To List Of Arguments
va_start(ap, fmt); // Parses The String For Variables
vsprintf(text, fmt, ap); // And Converts Symbols To Actual Numbers
va_end(ap); // Results Are Stored In Text
glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits
glListBase(base - 32); // Sets The Base Character to 32
glCallLists(strlen(text), GL_UNSIGNED_BYTE, text); // Draws The Display List Text
glPopAttrib(); // Pops The Display List Bits
}
void GLOUT(float xLocation, float yLocation, float colorRed, float colorGreen, float colorBlue){
glDisable(GL_TEXTURE_2D);
glLoadIdentity();
glTranslatef(0,0,-.002);
glColor3f(colorRed,colorGreen,colorBlue);
glRasterPos2f(xLocation/10000, yLocation/10000);
glPopMatrix();
}

The trick with rendering HUDs or other overlay stuff, is to switch to a more convenient combination of viewport and projection for them.
You're not forced to stick to one particular projection with OpenGL. Let me guess: You setup viewport and projection in the window's resizing handler, right? Suggestion: Move that code to the drawing function, and (hopefully) have an epiphany doing so.

Related

C++ opengl intersecting glScissor

A Project I am working on involves me using glScissor, in some cases i need to perform a scissor on an area twice (or more), with the goal of only rendering what is within both scissor boxes.
The issue im running into is that the second scissor box just overrides the previous one, meaning only the last box set is used instead of both.
I have tried existing solutions such as setting scissor1, push matrix, enable scissor_test, set scissor2, disable scissor_test, popmatrix, disable scissor_test. As proposed here: glScissor() call inside another glScissor()
I could not get these to produce any difference, I had also tried glPushAttrib instead of matrix but still no difference.
Here is an example program I wrote for scissor testing, its compiled by g++ and uses freeglut, the scissoring takes place in display():
/*
Compile: g++ .\scissor.cpp -lglu32 -lfreeglut -lopengl32
*/
#include <GL/gl.h>//standard from mingw, already in glut.h - header library
#include <GL/glu.h>//standard from mingw, already in glut.h - utility library
#include <GL/glut.h>//glut/freeglut - more utilities, utility tool kit
void display();
void reshape(int, int);
void timer(int);
void init(){
glClearColor(0, 0, 0, 1);
}
int main(int argc, char **argv){
glutInit(&argc, argv);//init glut
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);//init display mode, add double buffer mode
//init window
glutInitWindowPosition(200, 100);//if not specified, it will display in a random spot
glutInitWindowSize(500, 500);//size
//create window
glutCreateWindow("Window 1");
//give glut a function pointer so it can call that function later
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutTimerFunc(0, timer, 0);//call certain function after a specified amount of time
init();
glutMainLoop();//once this loop runs your program has started running, when the loop ends the program terminates
}
float xPos = -10;
int state = 1;//1 = right, -1 = left
//our rendering happens here
void display(){
//clear previous frame
glClear(GL_COLOR_BUFFER_BIT);//pass in flag of frame buffer
//draw next frame below
glLoadIdentity();//reset rotations, transformations, ect. (resets coordinate system)
//we are using a model view matrix by default
//TEST
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, 100, 1000);
glPushMatrix();
glEnable(GL_SCISSOR_TEST);
glScissor(50, 0, 1000, 1000);
//assuming both scissors intersect, we should only see the square between 50 and 100 pixels
//draw
glBegin(GL_QUADS);//every set of 3 verticies is a triangle
//GL_TRIANGLES = 3 points
//GL_QUADS = 4 points
//GL_POLYGON = any amount of points
glVertex2f(xPos, 1);//the 2 is the amount of args we pass in, the f means theyr floats
glVertex2f(xPos, -1);
glVertex2f(xPos+2, -1);
glVertex2f(xPos+2, 1);
glEnd();//tell opengl your done drawing verticies
glDisable(GL_SCISSOR_TEST);
glPopMatrix();
glDisable(GL_SCISSOR_TEST);
//display frame buffer on screen
//glFlush();
glutSwapBuffers();//if double buffering, call swap buffers instead of flush
}
//gets called when window is reshaped
void reshape(int width, int hight){
//set viewport and projection
//viewport is a rectangle where everything is drawn, like its the window
glViewport(0, 0, width, hight);
//matrix modes: there is model view and projection, projection has depth
glMatrixMode(GL_PROJECTION);
glLoadIdentity();//reset current matrix after changing matrix mode
gluOrtho2D(-10, 10, -10, 10);//specify 2d projection, set opengl's coordinate system
glMatrixMode(GL_MODELVIEW);//change back to model view
}
//this like makes a loop
void timer(int a){
glutPostRedisplay();//opengl will call the display function the next time it gets the chance
glutTimerFunc(1000/60, timer, 0);
//update positions and stuff
//this can be done here or in the display function
switch(state){
case 1:
if(xPos < 8)
xPos += 0.15;
else
state = -1;
break;
case -1:
if(xPos > -10)
xPos -= 0.15;
else
state = 1;
break;
}
}
I tried following example solutions, such as push/pop matrix/attrib, but couldnt get anything to work
There is no first or second scissor box. There is just the scissor box. You can change the scissor box and that change will affect subsequent rendering. But at any one time, there is only one.
What you want is to use the stencil buffer to discard fragments outside of an area defined by rendering certain values into the stencil buffer.

OpenGL wgl center text

I am drawing text in an OpenGL context under Windows, with the following helper function, I got ir from http://nehe.gamedev.net/tutorial/bitmap_fonts/17002/ :
GLvoid glPrint(HDC hDC, const char *fmt, ...) //Custom GL "Print" Routine
{
char text[256]; // Holds Our String
va_list ap; // Pointer To List Of Arguments
if (fmt == nullptr) // If There's No Text
return; // Do Nothing
va_start(ap, fmt); // Parses The String For Variables
vsprintf_s(text, fmt, ap); // And Converts Symbols To Actual Numbers
va_end(ap); // Results Are Stored In Text
glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits
glListBase(base - 32); // Sets The Base Character to 32
glCallLists((GLsizei)strlen(text), GL_UNSIGNED_BYTE, text); // Draws The Display List Text
glPopAttrib(); // Pops The Display List Bits
}
I position the text by calling
glTranslatef(x, y, z);
glRasterPos2f(0.f, 0.f);
before glPrint, where x, yand zis the point coordinates where I would like to center my text.
This draws my text starting on the bottom-left corner. How can I center this text on its own centroid?
I tried GetTextExtentPoint32 to position my text, as follows
SIZE extent;
GetTextExtentPoint32(hDC, SpinTools::string2wstring(text).c_str(), strlen(text), &extent);
glRasterPos2f(-extent.cx / 2, -extent.cy / 2);
but this is not correct.
I think you idea with GetTextExtentPoint32 was right. But this futnction returns value in screen space, you need to convert it to [-1..1] sapce. You can try this code: glRasterPos2f((float)-extent.cx / (g_width), (float)-extent.cy / (g_height)); g_height and g_width are size of window

Defining members of a struct within a namespace

I'm using NeHe's tutorial on FreeType and OpenGL, and I'm having a problem defining members of
struct font_data within namespace freetype. It doesn't recognize font_data as a struct when I define its members in the namespace.
CE_Text.h:
#ifndef CE_TEXT
#define CE_TEXT
#include <Common/Headers.h>
/////////////////// MAJOR CREDIT TO NeHe FOR HIS TUTORIAL ON FREETPYE ///////////////////
///Wrap everything in a namespace, that we can use common
///function names like "print" without worrying about
///overlapping with anyone else's code.
namespace freetype {
//Inside of this namespace, give ourselves the ability
//to write just "vector" instead of "std::vector"
using std::vector;
//Ditto for string.
using std::string;
//This holds all of the information related to any
//freetype font that we want to create.
struct font_data{
float h; ///< Holds the height of the font.
GLuint * textures; ///< Holds the texture id's
GLuint list_base; ///< Holds the first display list id
//The init function will create a font of
//of the height h from the file fname.
void init(const char * fname, unsigned int h);
//Free all the resources assosiated with the font.
void clean();
};
//The flagship function of the library - this thing will print
//out text at window coordinates x,y, using the font ft_font.
//The current modelview matrix will also be applied to the text.
void print(const font_data &ft_font, float x, float y, const char *fmt) ;
}
#endif
CE_Text.cpp (my problem is at void font_data::init):
#include <Common/Headers.h>
using namespace freetype;
namespace freetype {
///This function gets the first power of 2 >= the
///int that we pass it.
inline int next_p2 ( int a )
{
int rval=1;
while(rval<a) rval<<=1;
return rval;
}
///Create a display list coresponding to the give character.
void make_dlist ( FT_Face face, char ch, GLuint list_base, GLuint * tex_base ) {
//The first thing we do is get FreeType to render our character
//into a bitmap. This actually requires a couple of FreeType commands:
//Load the Glyph for our character.
if(FT_Load_Glyph( face, FT_Get_Char_Index( face, ch ), FT_LOAD_DEFAULT ))
throw std::runtime_error("FT_Load_Glyph failed");
//Move the face's glyph into a Glyph object.
FT_Glyph glyph;
if(FT_Get_Glyph( face->glyph, &glyph ))
throw std::runtime_error("FT_Get_Glyph failed");
//Convert the glyph to a bitmap.
FT_Glyph_To_Bitmap( &glyph, ft_render_mode_normal, 0, 1 );
FT_BitmapGlyph bitmap_glyph = (FT_BitmapGlyph)glyph;
//This reference will make accessing the bitmap easier
FT_Bitmap& bitmap=bitmap_glyph->bitmap;
//Use our helper function to get the widths of
//the bitmap data that we will need in order to create
//our texture.
int width = next_p2( bitmap.width );
int height = next_p2( bitmap.rows );
//Allocate memory for the texture data.
GLubyte* expanded_data = new GLubyte[ 2 * width * height];
//Here we fill in the data for the expanded bitmap.
//Notice that we are using two channel bitmap (one for
//luminocity and one for alpha), but we assign
//both luminocity and alpha to the value that we
//find in the FreeType bitmap.
//We use the ?: operator so that value which we use
//will be 0 if we are in the padding zone, and whatever
//is the the Freetype bitmap otherwise.
for(int j=0; j <height;j++) {
for(int i=0; i < width; i++){
expanded_data[2*(i+j*width)]= expanded_data[2*(i+j*width)+1] =
(i>=bitmap.width || j>=bitmap.rows) ?
0 : bitmap.buffer[i + bitmap.width*j];
}
}
//Now we just setup some texture paramaters.
glBindTexture( GL_TEXTURE_2D, tex_base[ch]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
//Here we actually create the texture itself, notice
//that we are using GL_LUMINANCE_ALPHA to indicate that
//we are using 2 channel data.
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height,
0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, expanded_data );
//With the texture created, we don't need to expanded data anymore
delete [] expanded_data;
//So now we can create the display list
glNewList(list_base+ch,GL_COMPILE);
glBindTexture(GL_TEXTURE_2D,tex_base[ch]);
glPushMatrix();
//first we need to move over a little so that
//the character has the right amount of space
//between it and the one before it.
glTranslatef(bitmap_glyph->left,0,0);
//Now we move down a little in the case that the
//bitmap extends past the bottom of the line
//(this is only true for characters like 'g' or 'y'.
glTranslatef(0,bitmap_glyph->top-bitmap.rows,0);
//Now we need to account for the fact that many of
//our textures are filled with empty padding space.
//We figure what portion of the texture is used by
//the actual character and store that information in
//the x and y variables, then when we draw the
//quad, we will only reference the parts of the texture
//that we contain the character itself.
float x=(float)bitmap.width / (float)width,
y=(float)bitmap.rows / (float)height;
//Here we draw the texturemaped quads.
//The bitmap that we got from FreeType was not
//oriented quite like we would like it to be,
//so we need to link the texture to the quad
//so that the result will be properly aligned.
glBegin(GL_QUADS);
glTexCoord2d(0,0); glVertex2f(0,bitmap.rows);
glTexCoord2d(0,y); glVertex2f(0,0);
glTexCoord2d(x,y); glVertex2f(bitmap.width,0);
glTexCoord2d(x,0); glVertex2f(bitmap.width,bitmap.rows);
glEnd();
glPopMatrix();
glTranslatef(face->glyph->advance.x >> 6 ,0,0);
//increment the raster position as if we were a bitmap font.
//(only needed if you want to calculate text length)
//glBitmap(0,0,0,0,face->glyph->advance.x >> 6,0,NULL);
//Finnish the display list
glEndList();
}
void font_data::init(const char * fname, unsigned int h) {
//Allocate some memory to store the texture ids.
textures = new GLuint[128];
this->h=h;
//Create and initilize a freetype font library.
FT_Library library;
if (FT_Init_FreeType( &library ))
throw std::runtime_error("FT_Init_FreeType failed");
//The object in which Freetype holds information on a given
//font is called a "face".
FT_Face face;
//This is where we load in the font information from the file.
//Of all the places where the code might die, this is the most likely,
//as FT_New_Face will die if the font file does not exist or is somehow broken.
if (FT_New_Face( library, fname, 0, &face ))
throw std::runtime_error("FT_New_Face failed (there is probably a problem with your font file)");
//For some twisted reason, Freetype measures font size
//in terms of 1/64ths of pixels. Thus, to make a font
//h pixels high, we need to request a size of h*64.
//(h << 6 is just a prettier way of writting h*64)
FT_Set_Char_Size( face, h << 6, h << 6, 96, 96);
//Here we ask opengl to allocate resources for
//all the textures and displays lists which we
//are about to create.
list_base=glGenLists(128);
glGenTextures( 128, textures );
//This is where we actually create each of the fonts display lists.
for(unsigned char i=0;i<128;i++)
make_dlist(face,i,list_base,textures);
//We don't need the face information now that the display
//lists have been created, so we free the assosiated resources.
FT_Done_Face(face);
//Ditto for the library.
FT_Done_FreeType(library);
}
void font_data::clean() {
glDeleteLists(list_base,128);
glDeleteTextures(128,textures);
delete [] textures;
}
/// A fairly straight forward function that pushes
/// a projection matrix that will make object world
/// coordinates identical to window coordinates.
inline void pushScreenCoordinateMatrix() {
glPushAttrib(GL_TRANSFORM_BIT);
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(viewport[0],viewport[2],viewport[1],viewport[3]);
glPopAttrib();
}
/// Pops the projection matrix without changing the current
/// MatrixMode.
inline void pop_projection_matrix() {
glPushAttrib(GL_TRANSFORM_BIT);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
}
///Much like Nehe's glPrint function, but modified to work
///with freetype fonts.
void print(const font_data &ft_font, float x, float y, const char *fmt, ...) {
// We want a coordinate system where things coresponding to window pixels.
pushScreenCoordinateMatrix();
GLuint font=ft_font.list_base;
float h=ft_font.h/.63f; //We make the height about 1.5* that of
char text[256]; // Holds Our String
va_list ap; // Pointer To List Of Arguments
if (fmt == NULL) // If There's No Text
*text=0; // Do Nothing
else {
va_start(ap, fmt); // Parses The String For Variables
vsprintf(text, fmt, ap); // And Converts Symbols To Actual Numbers
va_end(ap); // Results Are Stored In Text
}
//Here is some code to split the text that we have been
//given into a set of lines.
//This could be made much neater by using
//a regular expression library such as the one avliable from
//boost.org (I've only done it out by hand to avoid complicating
//this tutorial with unnecessary library dependencies).
const char *start_line=text;
vector<string> lines;
for(const char *c=text;*c;c++) {
if(*c=='\n') {
string line;
for(const char *n=start_line;n<c;n++) line.append(1,*n);
lines.push_back(line);
start_line=c+1;
}
}
if(start_line) {
string line;
for(const char *n=start_line;n<c;n++) line.append(1,*n);
lines.push_back(line);
}
glPushAttrib(GL_LIST_BIT | GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TRANSFORM_BIT);
glMatrixMode(GL_MODELVIEW);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glListBase(font);
float modelview_matrix[16];
glGetFloatv(GL_MODELVIEW_MATRIX, modelview_matrix);
//This is where the text display actually happens.
//For each line of text we reset the modelview matrix
//so that the line's text will start in the correct position.
//Notice that we need to reset the matrix, rather than just translating
//down by h. This is because when each character is
//draw it modifies the current matrix so that the next character
//will be drawn immediatly after it.
for(int i=0;i<lines.size();i++) {
glPushMatrix();
glLoadIdentity();
glTranslatef(x,y-h*i,0);
glMultMatrixf(modelview_matrix);
// The commented out raster position stuff can be useful if you need to
// know the length of the text that you are creating.
// If you decide to use it make sure to also uncomment the glBitmap command
// in make_dlist().
// glRasterPos2f(0,0);
glCallLists(lines[i].length(), GL_UNSIGNED_BYTE, lines[i].c_str());
// float rpos[4];
// glGetFloatv(GL_CURRENT_RASTER_POSITION ,rpos);
// float len=x-rpos[0];
glPopMatrix();
}
glPopAttrib();
pop_projection_matrix();
}
}
struct freetype::font_data{
should be
struct font_data{
The fact that font_data is in namespace freetype is already covered by the surrounding namespace freetype { }.
So, in fact, in your code it is true that you never did declare any freetype::font_data type! It's as if you were attempting to declare a freetype::freetype::font_data type instead.
This is analagous to how you do not write:
struct T
{
void T::foo();
};
but instead:
struct T
{
void foo();
};
You have to include CE_Text.h into CE_Text.cpp for that to work. Without seeing the definition for font_data class, the compiler will not allow you to define its members.
That's what it is telling you by "not recognizing font_data as a struct". Of course, it is not recognizing it, since it is completely unknown in CE_Text.cpp.
According to your comments, you included your header files in circular fashion. This is your problem right there. Never include header files circularly. Granted, your include guards make sure that the inclusion cycle gets broken in some way. But that does not in any way help your code to compile, as you can see in your example.
Until you completely remove any inclusion cycles from your code, trying to fix it is a crapshoot.

Clearing screen at key press in GLUT, c++

I have a program that monitors a text file for changes, and upon detecting one, the user has the option to redisplay the screen based on the contents of this text file. My problem is that when a new screen is requested, the contents of the previous screen stay, while the new contents overlaps it. I want the screen to be cleared before new data is put on the screen.
here is what I have:
void keyboard(unsigned char key, int x, int y){
if(key == 'c'){
c_pressed++;
cout<<"c pressed: "<<c_pressed<<"sound.txt cleared..."<<endl;
clear_file();
}
if(key=='v'){
v_pressed++;
cout<<"v pressed: "<<v_pressed<<"displaying new configuration..."<<endl;
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glutPostRedisplay();
}
}
When the key 'c' is pressed, the text file is cleared. I have verified this works properly. Then after a separate program loads in new data into the text file, the user presses 'v' to load these new instructions. I've tried placing the clear function within the 'v' statement, and as well as in the display function...
void display(void){
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
read_in_sound();
cout<<"Number of sound events: "<<numLines<<endl;
for(int j=0; j<numLines; j++){
if(data[0+j*4]==1){
circle(0,0,200,50);
}
if(data[1+j*4]==1){
circle(0,400,200,50);
}
if(data[2+j*4]==1){
circle(400,400,200,50);
}
if(data[3+j*4]==1){
circle(400,0,200,50);
}
}
glFlush();
glutSwapBuffers();
}
But when I call redisplay, both the old and new screens are displayed.
As a general rule you should do OpenGL drawing calls (and clearing the scene is a drawing call) only from the display function. If something in a OpenGL scene changes the canonical way is to redraw the whole thing. So in reaction to any event you change your programs state and issue a redraw, which will ultimately redraw the scene using OpenGL.
If the scene is very complex any you want to only update the scene with only opaque geometry (anything that requires blending mandates a full redraw) you should use store the scene color and depth buffer to textures and use them to start from a well defined state. Ideally you use a framebuffer object for this.
This may not be the best method in the world, but I added a rectangle object that is the size of the window that matches the black background that gets called up each time I want to "redraw". It saves time from having to write in a framebuffer like the previous answer suggested.

display list doesn't work the proper way

I had already coded the display list.. and when i opened it again the next day -> gone..
niiice i thought.. i've wasted hours for nothing
and the next problem is.. i can't get it to work anymore
the display list actually works but not how it should.. textures are stretched somehow
i get my world from a text file.. each platform defined by start amount of x.. end amount of x
the y amount of the platform's bottom.. u and v (which i don't use) and filter for choosing texture.
setupworld is the function that reads from the text file and writes my variables into a structure.
Oh and numblocks is the number of platforms to display
void setupworld(){
float xstart,xend,ystart,u,v;
unsigned int filter;
FILE *filein;
char oneline[255];
filein=fopen("data/world.txt","rt");
readstr(filein,oneline);
sscanf(oneline, "Anzahl %d\n",&numblocks);
for (int loop=0;loop<numblocks; loop++)
{
readstr(filein,oneline);
sscanf(oneline,"%f %f %f %f %f %d",&xstart,&xend,&ystart,&u,&v,&filter);
block.data[loop].xstart=xstart;
block.data[loop].xend=xend;
block.data[loop].ystart=ystart;
block.data[loop].u=u;
block.data[loop].v=v;
block.data[loop].filter=filter;
}
fclose(filein);
return;}
BuildLists() creates my Display List, but first loads the png files and the world, cause they influence my display list... i had to rewrite this part of code and i just dont know where i made the mistake..
first loop is for creating the platforms and the 2nd one for blocks.. each platform consists of a number of 2x2 blocks simply next to eachother
GLvoid BuildLists(){
texture[0]=LoadPNG("data/rock_gnd.png");
texture[1]=LoadPNG("data/rock_wall2.png");
texture[2]=LoadPNG("data/pilz_test.png");
setupworld();
quad[0]=glGenLists(numblocks);
for(int loop=0;loop<numblocks;loop++)
{
GLfloat xstart,xend,ystart,u,v;
xstart=block.data[loop].xstart;
xend=block.data[loop].xend;
ystart=block.data[loop].ystart;
u=block.data[loop].u;
v=block.data[loop].v;
GLuint filter=block.data[loop].filter;
GLfloat blocks=(xend-xstart)/2.0f;
glNewList(quad[loop],GL_COMPILE);
glBindTexture(GL_TEXTURE_2D, texture[filter]);
for(int y=0;y<blocks;y++)
{
glBegin(GL_QUADS);
glTexCoord2f(0.0f,0.0f);
glVertex3f(xstart,ystart,-1.0f);
glTexCoord2f(1.0f,0.0f);
glVertex3f(xstart+((y+1)*2.0f),ystart,-1.0f);
glTexCoord2f(1.0f,1.0f);
glVertex3f(xstart+((y+1)*2.0f),ystart+2.0f,-1.0f);
glTexCoord2f(0.0f,1.0f);
glVertex3f(xstart,ystart+2.0f,-1.0f);
glEnd();
}
glEndList();
quad[loop+1]=quad[loop]+1;
}
}
the display list is compiled during initialisation just before enabling the 2d textures
this is how i call it during my actual code
int DrawWorld(GLvoid){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLfloat camtrans=-xpos;
glTranslatef(camtrans,0,0);
glPushMatrix();
for(int i=0;i<numblocks;i++)
{
glCallList(quad[i]);
}
glPopMatrix();
return TRUE; }
so this is it.. i think the mistake is in the BuildLists() function but i'm not sure anymore..
Here is the link to my screenshot.. as u see the textures look weird for some reason
http://www.grenzlandzocker.de/test.png
In your code:
quad[0]=glGenLists(numblocks);
creates numblocks display lists, but you only get the first display list id, and it is stored in quad[0]. Later, you use:
glNewList(quad[loop],GL_COMPILE);
where quad[loop] is undefined for loop != 0. You can instead use:
glNewList(quad[0] + loop,GL_COMPILE);
Because the ids for display lists are contiguous, starting with the value of quad[0]. You also need to modify your rendering code to:
glCallList(quad[0] + i);
For the same reason ...