# sos~~~my program goes wrong!!!

hi,i am a beginner on opengl .
i set up a class,here is
class my{
GLfloat ra;
};

the method is
[b]
[b] void my::drawsquad(GLfloat x1=0.0f,GLfloat y1=0.0f,GLfloat z1=0.0f,GLfloat ra=1.0f)
{
if(ra>=1&&ra<=360)
{

``````        	glTranslatef(x1,y1,z1);				// &#31227;&#21160;&#21407;&#28857;
//glRotatef(ra,1.0f,0.0f,0.0f);  //&#19978;&#19979;&#27491;&#21518;
//glRotatef(90,0.0f,1.0f,0.0f); //&#24038;&#21491;&#27491;&#21518;
//glRotatef(90,1.0f,0.0f,0.0f);
//zheng mian
glColor3f(0.5f,0.4f,0.7f);  //&#30333;&#33394;
glVertex3f(-1.0f, 1.0f, 1.0f);			// Top Left Of The Quad
glVertex3f( 1.0f, 1.0f, 1.0f);			// Top Right Of The Quad
glVertex3f( 1.0f,-1.0f, 1.0f);			// Bottom Right Of The Quad
glVertex3f(-1.0f,-1.0f, 1.0f);			// Bottom Left Of The Quad
glEnd();

//shang mian
glColor3f(0.0f,0.7f,0.4f);
``````

glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad
glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Quad
glVertex3f( 1.0f,1.0f, -1.0f); // Bottom Right Of The Quad
glVertex3f(-1.0f,1.0f, -1.0f); // Bottom Left Of The Quad
glEnd();

``````//xia mian
glColor3f(0.9f,0.0f,0.4f);
glVertex3f(-1.0f, -1.0f, 1.0f);			// Top Left Of The Quad
glVertex3f( 1.0f, -1.0f, 1.0f);			// Top Right Of The Quad
glVertex3f( 1.0f,-1.0f, -1.0f);			// Bottom Right Of The Quad
glVertex3f(-1.0f,-1.0f, -1.0f);			// Bottom Left Of The Quad
glEnd();

//hou mian
glColor3f(0.5f,0.3f,0.4f);
glVertex3f(-1.0f, 1.0f, -1.0f);			// Top Left Of The Quad
glVertex3f( 1.0f, 1.0f, -1.0f);			// Top Right Of The Quad
glVertex3f( 1.0f,-1.0f, -1.0f);			// Bottom Right Of The Quad
glVertex3f(-1.0f,-1.0f, -1.0f);			// Bottom Left Of The Quad
glEnd();
``````

//zuo mian
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad
glVertex3f( -1.0f, -1.0f, 1.0f); // Top Right Of The Quad
glVertex3f( -1.0f,-1.0f, -1.0f); // Bottom Right Of The Quad
glVertex3f(-1.0f,1.0f, -1.0f); // Bottom Left Of The Quad
glEnd();

``````// you mian
glColor3f(1.0f,1.0f,0.0f);
``````

glVertex3f(1.0f, 1.0f, 1.0f); // Top Left Of The Quad
glVertex3f( 1.0f, -1.0f, 1.0f); // Top Right Of The Quad
glVertex3f( 1.0f,-1.0f, -1.0f); // Bottom Right Of The Quad
glVertex3f(1.0f,1.0f, -1.0f); // Bottom Left Of The Quad
glEnd();
ra++;
glRotatef(ra,1.0f,1.0f,0.0f); //上下正后
}
else
{
ra=1.0;
}[/b]
[/b]
in my main,cpp
i set up gloab Variable my* my1
winmain
my1->ra=1.0;

When I do opengl drawing, I was back in a function of drawsquad lost my1 method

but my programs seems goes wrong,

help me ~~~

ok here is my file;
[b]my.h
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glaux.h>
#include <stdio.h>
class my{

``````     my(void);
``````

};
[/b]

my.cpp

[b]#include “my.h”

my::my(void)
{

``````    }
``````

{

``````glTranslatef(x1,y1,z1);

glColor3f(0.5f,0.4f,0.7f);  //&#30333;&#33394;
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glEnd();

glColor3f(0.0f,0.7f,0.4f);
``````

glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f,1.0f, -1.0f);
glVertex3f(-1.0f,1.0f, -1.0f);
glEnd();

``````	glColor3f(0.9f,0.0f,0.4f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f, -1.0f);
glVertex3f(-1.0f,-1.0f, -1.0f);
glEnd();

glColor3f(0.5f,0.3f,0.4f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f( 1.0f, 1.0f, -1.0f);
glVertex3f( 1.0f,-1.0f, -1.0f);
glVertex3f(-1.0f,-1.0f, -1.0f);
glEnd();
``````

//zuo mian
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad
glVertex3f( -1.0f, -1.0f, 1.0f);
glVertex3f( -1.0f,-1.0f, -1.0f);
glVertex3f(-1.0f,1.0f, -1.0f);
glEnd();

`````` glColor3f(1.0f,1.0f,0.0f);
``````

glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f, -1.0f);
glVertex3f(1.0f,1.0f, -1.0f);
glEnd();

``       }[/b]``

main.cpp
[b]#include “my.h”
#include <windows.h>
#include “resource.h”
HDC hDC=NULL;
HGLRC hRC=NULL;
HWND hWnd=NULL;
HINSTANCE hInstance;
my* my2;
GLuint texture[1];
bool keys[256];
bool active=TRUE;
bool fullscreen=TRUE;

{
FILE *File=NULL;
if (!Filename)
{
return NULL;
}
File=fopen(Filename,“r”);
if (File)
{
fclose(File);
}
return NULL;
}

{
int Status=FALSE;
AUX_RGBImageRec *TextureImage[1];
memset(TextureImage,0,sizeof(void *)*1);

``````if (TextureImage[0]=LoadBMP("guonian.bmp"))
{
Status=TRUE;
``````

glGenTextures(1, &texture[0]);

``````	glBindTexture(GL_TEXTURE_2D, texture[0]);

glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]-&gt;sizeX, TextureImage[0]-&gt;sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]-&gt;data);
``````

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
if (TextureImage[0])
{
if (TextureImage[0]->data)
{
free(TextureImage[0]->data);
}

``````	free(TextureImage[0]);
}
``````

return Status;

``````        }
``````

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
{
if (height==0)
{
height=1;
}

``````glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);

gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

glMatrixMode(GL_MODELVIEW);
``````

}

int InitGL(GLvoid)
{
{
return FALSE;
}
glEnable(GL_TEXTURE_2D);

``````glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
return TRUE;
``````

}

int DrawGLScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

``````my2-&gt;drawsquad(1.0,0.0,-16.0);

return TRUE;
``````

}

GLvoid KillGLWindow(GLvoid)
{
if (fullscreen)
{
ChangeDisplaySettings(NULL,0);
ShowCursor(TRUE);
}

``````if (hRC)
{
if (!wglMakeCurrent(NULL,NULL))
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}

if (!wglDeleteContext(hRC))
{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC=NULL;
}

if (hDC && !ReleaseDC(hWnd,hDC))
{
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC=NULL;
}

if (hWnd && !DestroyWindow(hWnd))
{
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL;
}

if (!UnregisterClass("OpenGL",hInstance))
{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL;
}
``````

}

BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat;
WNDCLASS wc;
DWORD dwExStyle;
DWORD dwStyle;
RECT WindowRect;
WindowRect.left=(long)0;
WindowRect.right=(long)width;
WindowRect.top=(long)0;
WindowRect.bottom=(long)height;

``````fullscreen=fullscreenflag;

hInstance			= GetModuleHandle(NULL);
wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wc.lpfnWndProc		= (WNDPROC) WndProc;
wc.cbClsExtra		= 0;
wc.cbWndExtra		= 0;
wc.hInstance		= hInstance;
wc.hbrBackground	= NULL;
wc.lpszClassName	= "OpenGL";

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

if (fullscreen)
{
DEVMODE dmScreenSettings;
memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
dmScreenSettings.dmSize=sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth	= width;
dmScreenSettings.dmPelsHeight	= height;
dmScreenSettings.dmBitsPerPel	= bits;
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{

if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By
``````

{
fullscreen=FALSE;
}
else
{

``````			MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE;
}
}
}

if (fullscreen)
{
dwExStyle=WS_EX_APPWINDOW;
dwStyle=WS_POPUP;
ShowCursor(FALSE);
}
else
{
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
dwStyle=WS_OVERLAPPEDWINDOW;
}

// Create The Window
if (!(hWnd=CreateWindowEx(	dwExStyle,
"OpenGL",
title,
dwStyle |
WS_CLIPSIBLINGS |
WS_CLIPCHILDREN,
0, 0,
WindowRect.right-WindowRect.left,
WindowRect.bottom-WindowRect.top,
NULL,
NULL,
hInstance,
NULL)))
{
KillGLWindow();
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}

static	PIXELFORMATDESCRIPTOR pfd=
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL |
PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
bits,
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
16,
0,
0,
PFD_MAIN_PLANE,
0,
0, 0, 0
};

if (!(hDC=GetDC(hWnd)))
{
KillGLWindow();
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}

if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))
{
KillGLWindow();
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}

if(!SetPixelFormat(hDC,PixelFormat,&pfd))
{
KillGLWindow();
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}

if (!(hRC=wglCreateContext(hDC)))
{
KillGLWindow();
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}

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

ShowWindow(hWnd,SW_SHOW);
SetForegroundWindow(hWnd);
SetFocus(hWnd);
ReSizeGLScene(width, height);

if (!InitGL())
{
KillGLWindow();
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}

return TRUE;
``````

}

LRESULT CALLBACK WndProc( HWND hWnd,
UINT uMsg,
WPARAM wParam,
LPARAM lParam)
{
switch (uMsg)
{
case WM_ACTIVATE:
{
if (!HIWORD(wParam))
{
active=TRUE;
}
else
{
active=FALSE;
}

``````		return 0;
}

case WM_SYSCOMMAND:
{
switch (wParam)
{
case SC_SCREENSAVE:
case SC_MONITORPOWER:
return 0;
}
break;
}

case WM_CLOSE:
{
PostQuitMessage(0);
return 0;
}

case WM_KEYDOWN:
{
keys[wParam] = TRUE;
return 0;
}

case WM_KEYUP:
{
keys[wParam] = FALSE;
return 0;
}

case WM_SIZE:
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));
return 0;
}
}

return DefWindowProc(hWnd,uMsg,wParam,lParam);
``````

}

int WINAPI WinMain( HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
MSG msg;
BOOL done=FALSE;

``````my* my2=new my();

if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE;
}

if (!CreateGLWindow("xinnianhao",640,480,16,fullscreen))
{
return 0;
}

while(!done)
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
if (msg.message==WM_QUIT)
{
done=TRUE;
}
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{

if (active)
{
if (keys[VK_ESCAPE])
{
done=TRUE;
}
else
{
DrawGLScene();
SwapBuffers(hDC);
}
}

if (keys[VK_F1])
{
keys[VK_F1]=FALSE;
KillGLWindow();
fullscreen=!fullscreen;

if (!CreateGLWindow("xinnianhao",640,480,16,fullscreen))
{
return 0;
}
}
}
}

// Shutdown
KillGLWindow();
return (msg.wParam);
``````

}
[/b]

i just want to rotation my box
how can i do it ?

here is my new update
[b]

my::clear(void)
{
this->~my();
}
modify in my.cpp

[/b]

`````` [b]int m,k1;
glTranslatef(-23,-25,-60);
glBegin(GL_LINES);
glVertex2fv(f[0]);
glVertex2fv(f[1]);
glEnd();
glBegin(GL_LINES);
glVertex2fv(f[1]);
glVertex2fv(f[2]);
glEnd();
glBegin(GL_LINES);
glVertex2fv(f[2]);
glVertex2fv(f[0]);
glEnd();

glBegin(GL_POINTS);
for(k1=0;k1&lt;5000;k1++)
{
m=rand()%3;
k[0]=(k[0]+f[m][0])/2;
k[1]=(k[1]+f[m][1])/2;
glVertex2fv(k);
}
glEnd();
glFlush();[/b]``````

[b] [b]GLusignbyte a
//xiao xiao l j
glEnable (GL_TEXTURE_2D);

glBindTexture (GL_TEXTURE_2D, 1);//set id
glPixelStorei (GL_UNPACK_ALIGNMENT, 1);// read a byte
// set param
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

``````glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);     //set enviroment
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, imageWidth, imageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, a); //copy to id
``````

//use

glBindTexture (GL_TEXTURE_2D, 1);// must before a begin
glBegin (…);
glVertex (…);
glTexCoord (…);// textture coord
glEnd (…);
glDisable (GL_TEXTURE_2D); //free it[/b]

here is a code come from a japanese
it should be nothing.
but it slove many problem about my simple code

cb.keyboard_function = key;
cb.motion_function = motion;
camera.configure_buttons(2);
object.configure_buttons(2);
spotlight.configure_buttons(2);

``````object.dolly.dolly[2] = -3; // push plane forward
camera.trackball.centroid = vec3f(0, 0, -3); // rotate camera trackball about the plane...
camera.trackball.r =
spotlight.pan.pan[0] = -.25;
spotlight.pan.pan[1] = 1.5;
spotlight.dolly.dolly[2] = -2.; // push spotlight forward
spotlight.trackball.r =  rotationf(vec3f(1.f, 0.f, 0.f), to_radians(-60.f));
spotlight.trackball.invert_increment = true;``````

thanks finally i slove my problem.i just wanted to say.
how difficult it is ,no one reply.o ~`[censored]
here is my slove code

glMatrixMode(GL_MODELVIEW);

`````` glLoadIdentity();
gluOrtho2D(-25,25,-25,25);
glTranslatef(0,0,-4);
glClear(GL_COLOR_BUFFER_BIT);
if (animate)
glRotatef(30.0f, 1.0f, 0.0f, 0.0f);
glBegin(GL_TRIANGLES);
glIndexi(1);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex2i(0,  10);
glIndexi(2);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex2i(-10, -10);
glIndexi(3);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2i(10, -10);
glEnd();
glFlush();``````