Ihave also tried installing codeblocks or codelite, and have not manged that yet,codeblocks gives an error on running,-child process not found, and codelite is giving dependency issues,
the following is the code , il paste the errors soon,
QUOTE
Old Today, 05:48 AM #5
samdman
LQ Newbie
Registered: Jul 2011
Posts: 3
Original Poster
Rep: Reputation: Disabled
Quote:
#include <stdio.h> // Header File For Standard Input/Output
#include <gl\glaux.h> // Header File For The Glaux Library
int start=0,help=0;
float y=0,x=0;
float xs=0,ys=0;
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
GLuint base;
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
bool light; // Lighting ON/OFF ( NEW )
bool lp; // L Pressed? ( NEW )
bool fp; // F Pressed? ( NEW )
char fil[10];
GLfloat xrot,xrot2; // X Rotation
GLfloat yrot,yrot2; // Y Rotation
GLfloat xspeed; // X Rotation Speed
GLfloat yspeed; // Y Rotation Speed
GLfloat z=-5.0f; // Depth Into The Screen
GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f };
GLuint filter; // Which Filter To Use
GLuint texture[9]; // Storage For 3 Textures
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image
{
FILE *File=NULL; // File Handle
if (!Filename) // Make Sure A Filename Was Given
{
return NULL; // If Not Return NULL
}
File=fopen(Filename,"r"); // Check To See If The File Exists
if (File) // Does The File Exist?
{
fclose(File); // Close The Handle
return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
}
samdman
LQ Newbie
Registered: Jul 2011
Posts: 3
Original Poster
Rep: Reputation: Disabled
Quote:
#include <stdio.h> // Header File For Standard Input/Output
#include <gl\glaux.h> // Header File For The Glaux Library
int start=0,help=0;
float y=0,x=0;
float xs=0,ys=0;
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
GLuint base;
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
bool light; // Lighting ON/OFF ( NEW )
bool lp; // L Pressed? ( NEW )
bool fp; // F Pressed? ( NEW )
char fil[10];
GLfloat xrot,xrot2; // X Rotation
GLfloat yrot,yrot2; // Y Rotation
GLfloat xspeed; // X Rotation Speed
GLfloat yspeed; // Y Rotation Speed
GLfloat z=-5.0f; // Depth Into The Screen
GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f };
GLuint filter; // Which Filter To Use
GLuint texture[9]; // Storage For 3 Textures
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image
{
FILE *File=NULL; // File Handle
if (!Filename) // Make Sure A Filename Was Given
{
return NULL; // If Not Return NULL
}
File=fopen(Filename,"r"); // Check To See If The File Exists
if (File) // Does The File Exist?
{
fclose(File); // Close The Handle
return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
}