Bitmap Loader problems, Glaux Replacement

Hey,
I am currently playing with texture mapping, but whenever i compile and run it, it tells me glaux.dll is not found.
I have seen this dll file is particulary hard to find.
So i’ve downloaded NeHe’s glaux replacement (as i was trying to compile lesson06).
But i can’t figure out where to put it.
(look below for the codes of lesson06 and the glaux replacement)
Could someone please enlighten me?
(EDIT: This edit updated the problem)
Cheers.

Hi !

I don’t think there is any dll included with Windows, but try to search google, maybe you can find it there.

Mikael

This thing is hard to find…
I just downloaded NeHe’s glaux replacement code, since i was doing one of NeHe’s tuts. (Bitmap Loader one)
Here is the code of the replacement:

/************************************************************************
                         REPLACEMENT FOR GLAUX
 ************************************************************************
	This is not a full blown bitmap loader.  It is a quick and easy
	way to replace the glAux dependant code in my older tutorials
	with code that does not depend on the glAux library!

    This code only loads Truecolor Bitmap Images.  It will not load
	8-bit bitmaps.  If you encounter a bitmap that will not load
	use a program such as Irfanview to convert the bitmap to 24 bits.
 ************************************************************************/

bool NeHeLoadBitmap(LPTSTR szFileName, GLuint &texid)					// Creates Texture From A Bitmap File
{
	HBITMAP hBMP;														// Handle Of The Bitmap
	BITMAP	BMP;														// Bitmap Structure

	glGenTextures(1, &texid);											// Create The Texture
	hBMP=(HBITMAP)LoadImage(GetModuleHandle(NULL), szFileName, IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION | LR_LOADFROMFILE );

	if (!hBMP)															// Does The Bitmap Exist?
		return FALSE;													// If Not Return False

	GetObject(hBMP, sizeof(BMP), &BMP);									// Get The Object
																		// hBMP:        Handle To Graphics Object
																		// sizeof(BMP): Size Of Buffer For Object Information
																		// &BMP:        Buffer For Object Information

	glPixelStorei(GL_UNPACK_ALIGNMENT, 4);								// Pixel Storage Mode (Word Alignment / 4 Bytes)

	// Typical Texture Generation Using Data From The Bitmap
	glBindTexture(GL_TEXTURE_2D, texid);								// Bind To The Texture ID
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);	// Linear Min Filter
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);	// Linear Mag Filter
	glTexImage2D(GL_TEXTURE_2D, 0, 3, BMP.bmWidth, BMP.bmHeight, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, BMP.bmBits);

	DeleteObject(hBMP);													// Delete The Object

	return TRUE;														// Loading Was Successful
}

BOOL Initialize (GL_Window* window, Keys* keys)							// Any GL Init Code & User Initialiazation Goes Here
{
	g_window	= window;
	g_keys		= keys;

	// Start Of User Initialization
	if (!NeHeLoadBitmap("Data/NeHe.bmp", texture[0]))					// Load The Bitmap
		return FALSE;													// Return False If Loading Failed
      

And this is the code of Lesson06 of NeHe (with the Dev-C++ conversion):
http://nehe.gamedev.net/data/lessons/devc/lesson06.zip

Could anyone please suply me with the code of lesson06 but with the replacement code integrated? I had a go myself, but it didn’t work…

Cheers.

Excuse my impatientness, but could anyone answer this? As i would really like to continue with NeHe’s tuts…
If you want to download the code from there, here is it: (The standard lesson06 code for Dev-C++ without any modifications)
</font><blockquote><font size=“1” face=“Verdana, Arial”>code:</font><hr /><pre style=“font-size:x-small; font-family: monospace;”> /*

  •  This Code Was Created By Jeff Molofee 2000
    
  •  A HUGE Thanks To Fredric Echols For Cleaning Up
    
  •  And Optimizing The Base Code, Making It More Flexible!
    
  •  If You've Found This Code Useful, Please Let Me Know.
    
  •  Visit My Site At nehe.gamedev.net
    

*/
#include <stdlib.h>
#include <windows.h> // Header File For Windows
#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

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

GLfloat xrot; // X Rotation ( NEW )
GLfloat yrot; // Y Rotation ( NEW )
GLfloat zrot; // Z Rotation ( NEW )

GLuint texture[1]; // Storage For One Texture ( NEW )

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

bool NeHeLoadBitmap(LPTSTR szFileName, GLuint &texid) // Creates Texture From A Bitmap File
{
HBITMAP hBMP; // Handle Of The Bitmap
BITMAP BMP; // Bitmap Structure

glGenTextures(1, &texid);											// Create The Texture
hBMP=(HBITMAP)LoadImage(GetModuleHandle(NULL), szFileName, IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION | LR_LOADFROMFILE );

if (!hBMP)															// Does The Bitmap Exist?
	return FALSE;													// If Not Return False

GetObject(hBMP, sizeof(BMP), &BMP);									// Get The Object
																	// hBMP:        Handle To Graphics Object
																	// sizeof(BMP): Size Of Buffer For Object Information
																	// &BMP:        Buffer For Object Information

glPixelStorei(GL_UNPACK_ALIGNMENT, 4);								// Pixel Storage Mode (Word Alignment / 4 Bytes)

// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texid);								// Bind To The Texture ID
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);	// Linear Min Filter
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);	// Linear Mag Filter
glTexImage2D(GL_TEXTURE_2D, 0, 3, BMP.bmWidth, BMP.bmHeight, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, BMP.bmBits);

DeleteObject(hBMP);													// Delete The Object

return TRUE;														// Loading Was Successful

}

BOOL Initialize (GL_Window* window, Keys* keys) // Any GL Init Code & User Initialiazation Goes Here
{
g_window = window;
g_keys = keys;

// Start Of User Initialization
if (!NeHeLoadBitmap("Data/NeHe.bmp", texture[0]))					// Load The Bitmap
	return FALSE;													// Return False If Loading Failed

}

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
}

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

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

// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

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

}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine ( NEW )
{
return FALSE; // If Texture Didn’t Load Return FALSE
}

glEnable(GL_TEXTURE_2D);							// Enable Texture Mapping ( NEW )
glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
glClearDepth(1.0f);									// Depth Buffer Setup
glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
return TRUE;										// Initialization Went OK

}

int DrawGLScene(GLvoid) // Here’s Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
glTranslatef(0.0f,0.0f,-5.0f);

glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
glRotatef(zrot,0.0f,0.0f,1.0f);

glBindTexture(GL_TEXTURE_2D, texture[0]);

glBegin(GL_QUADS);
	// Front Face
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
	glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
	glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
	glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
	// Back Face
	glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
	glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
	glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
	// Top Face
	glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
	glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
	glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
	// Bottom Face
	glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
	glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
	glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
	glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
	// Right face
	glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
	glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
	glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
	glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
	// Left Face
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
	glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
	glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
glEnd();

xrot+=0.3f;
yrot+=0.2f;
zrot+=0.4f;
return TRUE;										// Keep Going

}

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 && !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 && !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
}

}

/* 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(&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(&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_PELSWIDTH|DM_PELSHEIGHT;

	// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
	if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=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

Your 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(&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,&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,&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
	}
}

// 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("NeHe's Texture Mapping Tutorial",640,480,16,fullscreen))
{
	return 0;									// Quit If Window Was Not Created
}

while(!done)									// Loop That Runs While done=FALSE
{
	if (PeekMessage(&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(&msg);				// Translate The Message
			DispatchMessage(&msg);				// Dispatch The Message
		}
	}
	else										// If There Are No Messages
	{
		// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
		if ((active && !DrawGLScene())

If your problem is with texture loader ,NEHE is having one texture loader class which is a good one to use, It can help you in loading BMP files JPG files and TGA file of any resolution ,It even loades the the images from memory and http://
If you need that you can get it here

http://members.iinet.net.au/~cleathley/openGL/TextureLoader.htm

Thanks, this one gives a few errors though…

  • TextureLoader.cpp In member function `void TextureLoader::ExtensionFromFilename(char*, char*)’:
  • 1036 TextureLoader.cpp name lookup of begin' changed for new ISOfor’ scoping
  • 1027 C:\Documents and Settings\Joost\My Documents\Mijn ontvangen bestanden\forumfun\TextureLoader\TextureLoader.cpp using obsolete binding at `begin’

I haven’t modified/added any code… I just tried to compile the standard code.
I’m using Dev-C++, could that be the problem?

Are you certain you need glaux?

Try using SDL (www.libsdl.org) instead… and use Load_BMP() instead of the glaux LoadImage() routine. (Don’t forget Load_BMP loads the image as B,G,R and not R,G,B.)

SDL initialization code with OpenGL can be found here:

Programming Linux Games

Although the title is “Programming Linux Games”, it goes over SDL, which is portable across many, many OS’es. I’m using it personally for my projects too.

Oh, and the SDL OpenGL init code is lots shorter/cleaner than the NeHe’s OpenGL init code (imho, ymmv).

Good luck!

Mike

Well, what i need is NeHe’s lesson06 code with NeHe’s glaux replacement instead of the Lesson06 BMP loader. Could anyone show me where to put it?
Cheers.

Somebody please answer this…
Without it i can’t continue to learn OpenGL…
Please.
Cheers.

Anyone…?

Someone…?

Ok this is not gonna work…

Just a suggestion: If you find the NeHe code too complex to understand every line (which is understandable, since it uses ALOT of Windows specific stuff), wouldn’t it be better to use an OpenGL toolkit that wraps all the boring window management and texture loading? SDL is one, but you may also want to have a look at GLFW . There are some basic tutorials on the page, and some example programs that load and use textures in the GLFW distribution.

I might try that out later, right now i just wanna learn OpenGL. So someone, please help me :frowning:
Cheers.

That’s exactly the point. You won’t learn OpenGL faster if you have to learn Win32 API programming and dodge through difficult code etc at the same time. Use a toolkit to make the learning process faster. Anyway, that’s my view.

Just for the fun of it, I translated Lesson 6 to GLFW (see below). I tried to use the same code base as Jeff to make it easier to compare/follow (I would have written it slighly different if I started fresh, though). There are a few technical differences though:

  • This version compiles/runs under Windows, Linux, Mac OS X, MS-DOS, AmigaOS, etc, without modifications.
  • The texture must be in TGA format instead of BMP.
  • Trilinear filtering (mipmaps) is used instead of bilinear filtering.
  • The animation is framerate independent.

</font><blockquote><font size=“1” face=“Verdana, Arial”>code:</font><hr /><pre style=“font-size:x-small; font-family: monospace;”>/*

  • Jeff Molofee’s “Lesson 6” translated to GLFW
    */

#ifdef WIN32
#include <windows.h>
#endif

#include <stdlib.h>
#include <GL/glfw.h>

GLfloat xrot; // X Rotation ( NEW )
GLfloat yrot; // Y Rotation ( NEW )
GLfloat zrot; // Z Rotation ( NEW )

GLuint texture[1]; // Storage For One Texture ( NEW )

// Load Bitmaps And Convert To Textures
int LoadGLTextures(void)
{
glGenTextures(1, &texture[0]); // Create The Texture

// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture[0]);
if( !glfwLoadTexture2D("NeHe.tga",GLFW_BUILD_MIPMAPS_BIT) )
{
    return 0;
}
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

return 1;

}

// Resize And Initialize The GL Window
void GLFWCALL ReSizeGLScene(int width, int height)
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}

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

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

// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

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

}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine ( NEW )
{
return 0; // If Texture Didn’t Load Return FALSE
}

glEnable(GL_TEXTURE_2D);                            // Enable Texture Mapping ( NEW )
glShadeModel(GL_SMOOTH);                            // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);               // Black Background
glClearDepth(1.0f);                                 // Depth Buffer Setup
glEnable(GL_DEPTH_TEST);                            // Enables Depth Testing
glDepthFunc(GL_LEQUAL);                             // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);  // Really Nice Perspective Calculations
return 1;                                           // Initialization Went OK

}

void DrawGLScene(void) // Here’s Where We Do All The Drawing
{
float t;

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity();                                   // Reset The View
glTranslatef(0.0f,0.0f,-5.0f);

glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
glRotatef(zrot,0.0f,0.0f,1.0f);

glBindTexture(GL_TEXTURE_2D, texture[0]);

glBegin(GL_QUADS);
    // Front Face
    glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
    glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
    // Back Face
    glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
    glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
    // Top Face
    glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
    glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
    glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
    // Bottom Face
    glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
    glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
    glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
    // Right face
    glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
    glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
    // Left Face
    glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
    glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
glEnd();

t=glfwGetTime();
xrot=36.0f*t;
yrot=24.0f*t;
zrot=48.0f*t;

}

void KillGLWindow(void) // Properly Kill The Window
{
glfwCloseWindow();
}

/* 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) */

int CreateGLWindow(char* title, int width, int height, int bits, int fullscreen)
{
int ok,redbits,bluebits,greenbits;

// Convert bits to rgb bits
if (bits&lt;20)
{
    redbits   = 5;
    greenbits = 6;
    bluebits  = 5;
}
else
{
    redbits   = 8;
    greenbits = 8;
    bluebits  = 8;
}


// Try to open window
ok = glfwOpenWindow(
         width,                                 // Window width
         height,                                // Window height
         redbits,                               // Red bits
         greenbits,                             // Green bits
         bluebits,                              // Blue bits
         0,                                     // Alpha bits
         24,                                    // Depth bits
         0,                                     // Stendil bits
         fullscreen?GLFW_FULLSCREEN:GLFW_WINDOW // Window mode
     );

if (!ok)
{
    return 0;
}

// Set window properties
glfwSetWindowTitle(title);                      // Set window title
glfwSwapInterval(1);                            // Enable VSync
glfwSetWindowSizeCallback(ReSizeGLScene);       // Set window resize callback function

if (!InitGL())                                  // Initialize Our Newly Created GL Window
{
    KillGLWindow();                             // Reset The Display
    return 0;                                   // Return FALSE
}

return 1;

}

int main(void)
{
int done=0; // Bool Variable To Exit Loop
int fullscreen=1; // Use fullscreen?

#ifdef WIN32
// 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=0; // Windowed Mode
}
#endif

// Initialize GLFW
glfwInit();

// Create Our OpenGL Window
if (CreateGLWindow("NeHe's Texture Mapping Tutorial",640,480,16,fullscreen))
{
    while(!done)                                    // Loop That Runs While done=FALSE
    {
        // Draw The Scene.
        DrawGLScene();

        // Swap buffers & poll events
        glfwSwapBuffers();

        // Watch For ESC Key And Window close
        if (!glfwGetWindowParam(GLFW_OPENED)

Sorry for the missing end of the code… Here is how the main function reads (I hope):

</font><blockquote><font size=“1” face=“Verdana, Arial”>code:</font><hr /><pre style=“font-size:x-small; font-family: monospace;”>int main(void)
{
int done=0; // Bool Variable To Exit Loop
int fullscreen=1; // Use fullscreen?

#ifdef WIN32
// 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=0; // Windowed Mode
}
#endif

// Initialize GLFW
glfwInit();

// Create Our OpenGL Window
if (CreateGLWindow("NeHe's Texture Mapping Tutorial",640,480,16,fullscreen))
{
    while(!done)                                    // Loop That Runs While done=FALSE
    {
        // Draw The Scene.
        DrawGLScene();

        // Swap buffers & poll events
        glfwSwapBuffers();

        // Watch For ESC Key And Window close
        if (!glfwGetWindowParam(GLFW_OPENED)

…why am I listed as “unregistered”? And why can’t I edit my messages? And why doesn’t UBB allow C language “or” (two |'s) in the code?

Here’s the final attempt for main(), this time with the C-language or operator replaced with “OR”…

int main(void)
{
    int     done=0;                                 // Bool Variable To Exit Loop
    int     fullscreen=1;                           // Use fullscreen?

#ifdef WIN32
    // 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=0;                               // Windowed Mode
    }
#endif

    // Initialize GLFW
    glfwInit();

    // Create Our OpenGL Window
    if (CreateGLWindow("NeHe's Texture Mapping Tutorial",640,480,16,fullscreen))
    {
        while(!done)                                    // Loop That Runs While done=FALSE
        {
            // Draw The Scene.
            DrawGLScene();

            // Swap buffers & poll events
            glfwSwapBuffers();

            // Watch For ESC Key And Window close
            if (!glfwGetWindowParam(GLFW_OPENED) "OR"
                 glfwGetKey(GLFW_KEY_ESC))
            {
                done=1;                                 // ESC or a Quit signal
            }
            else                                        // Not Time To Quit
            {
                if (glfwGetKey(GLFW_KEY_F1))            // Is F1 Being Pressed?
                {
                    KillGLWindow();                     // Kill Our Current Window
                    fullscreen=!fullscreen;             // Toggle Fullscreen / Windowed Mode
                    // Recreate Our OpenGL Window
                    if (!CreateGLWindow("NeHe's Texture Mapping Tutorial",640,480,16,fullscreen))
                    {
                        done=1;                         // Quit If Window Was Not Created
                    }
                }
            }
        }
    }

    // Shutdown
    KillGLWindow();                                 // Kill The Window
    glfwTerminate();                                // Terminate GLFW
    return 0;                                       // Exit The Program
}

GLFW might be easier to understand, but the problem is, i don’t want to learn it, i want to learn normal OpenGL, someone please just show me Lesson06 (Dev-C++) with Glaux Replacement…
The code for the Lesson06 (Dev-C++) is listed above…
Cheers.

Please someone… I have waited very long for this little code…
Please… I really would like to continue learning OpenGL…
Please…
Cheers.

Here you go. I did it in Dev C++ so there should be no problem. If it still doesnt work I can send you the complete project via email.

</font><blockquote><font size=“1” face=“Verdana, Arial”>code:</font><hr /><pre style=“font-size:x-small; font-family: monospace;”>/*

  •  This Code Was Created By Jeff Molofee 2000
    
  •  A HUGE Thanks To Fredric Echols For Cleaning Up
    
  •  And Optimizing The Base Code, Making It More Flexible!
    
  •  If You've Found This Code Useful, Please Let Me Know.
    
  •  Visit My Site At nehe.gamedev.net
    

*/
#include <stdlib.h>
#include <windows.h> // Header File For Windows
#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

#ifndef CDS_FULLSCREEN // CDS_FULLSCREEN Is Not Defined By Some
#define CDS_FULLSCREEN 4 // Compilers. By Defining It This Way,
#endif // We Can Avoid Errors

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

GLfloat xrot; // X Rotation ( NEW )
GLfloat yrot; // Y Rotation ( NEW )
GLfloat zrot; // Z Rotation ( NEW )

GLuint texture; // Storage For One Texture ( NEW )

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

bool NeHeLoadBitmap(LPTSTR szFileName, GLuint &texid) // Creates Texture From A Bitmap File
{
HBITMAP hBMP; // Handle Of The Bitmap
BITMAP BMP; // Bitmap Structure

glGenTextures(1, &texid);											// Create The Texture
hBMP=(HBITMAP)LoadImage(GetModuleHandle(NULL), szFileName, IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION | LR_LOADFROMFILE );

if (!hBMP)															// Does The Bitmap Exist?
	return FALSE;													// If Not Return False

GetObject(hBMP, sizeof(BMP), &BMP);									// Get The Object
																	// hBMP:        Handle To Graphics Object
																	// sizeof(BMP): Size Of Buffer For Object Information
																	// &BMP:        Buffer For Object Information

glPixelStorei(GL_UNPACK_ALIGNMENT, 4);								// Pixel Storage Mode (Word Alignment / 4 Bytes)

// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texid);								// Bind To The Texture ID
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);	// Linear Min Filter
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);	// Linear Mag Filter
glTexImage2D(GL_TEXTURE_2D, 0, 3, BMP.bmWidth, BMP.bmHeight, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, BMP.bmBits);

DeleteObject(hBMP);													// Delete The Object

return TRUE;														// Loading Was Successful

}

int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
if(NeHeLoadBitmap(“Data\NeHe.bmp”, texture))
{
return TRUE;
}
return FALSE;
}

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
}

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

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

// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

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

}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine ( NEW )
{
return FALSE; // If Texture Didn’t Load Return FALSE
}

glEnable(GL_TEXTURE_2D);							// Enable Texture Mapping ( NEW )
glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
glClearDepth(1.0f);									// Depth Buffer Setup
glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
return TRUE;										// Initialization Went OK

}

int DrawGLScene(GLvoid) // Here’s Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
glTranslatef(0.0f,0.0f,-5.0f);

glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
glRotatef(zrot,0.0f,0.0f,1.0f);

glBindTexture(GL_TEXTURE_2D, texture);

glBegin(GL_QUADS);
	// Front Face
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
	glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
	glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
	glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
	// Back Face
	glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
	glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
	glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
	// Top Face
	glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
	glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
	glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
	// Bottom Face
	glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
	glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
	glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
	glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
	// Right face
	glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
	glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
	glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
	glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
	// Left Face
	glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
	glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
	glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
	glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
glEnd();

xrot+=0.3f;
yrot+=0.2f;
zrot+=0.4f;
return TRUE;										// Keep Going

}

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 && !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 && !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
}

}

/* 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(&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(&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_PELSWIDTH|DM_PELSHEIGHT;

	// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
	if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=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

Your 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(&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,&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,&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
	}
}

// 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("NeHe's Texture Mapping Tutorial",640,480,16,fullscreen))
{
	return 0;									// Quit If Window Was Not Created
}

while(!done)									// Loop That Runs While done=FALSE
{
	if (PeekMessage(&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(&msg);				// Translate The Message
			DispatchMessage(&msg);				// Dispatch The Message
		}
	}
	else										// If There Are No Messages
	{
		// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
		if ((active && !DrawGLScene())