I really created the OpenGL context, but I put the command glEnable(…) before glutCreateWindow(…), so that’s the problem. Your comment just reminded me that.
Thanks a lot. BTW, your homepage is very fancy. I like it.
Originally posted by phlake:
[b]this means that you haven’t created an OpenGL context yet. this basically involves creating a window and binding opengl to it.
in GLUT, it’s as simple as:
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutInitWindowSize( screenWidth, screenHeight );
(look up each of these functions to use them properly.) this sets up a double-buffered full color display with a depth buffer in a window screenWidth x screenHeight.
for information on doing this using native windows code, so NeHe’s tutorial http://nehe.gamedev.net/opengl.asp .
for info on doing this using DrawSprocket on a mac, see http://devworld.apple.com/samplecode/Sample_Code/Graphics_3D/OpenGL_DrawSprocket.htm .
and if you’re coding for X, i assume you know where to look. ^_-;[/b][/QUOTE]