after some closer studying about openGL texture modifications here I show a little, but in my opinion very useful example for texturing some primitives. You can see different textures by pushing "F" key. you can move scene and objects with arrows (up), (down), (right), (left) and zooming with (pageup, pagedown) too. If you like to blend the objects use "B" key. I can only say that's exciting work if everything is going fine after having some hours of trouble ;)
I am using still pbwin 9.
"Changing texture for openGL primitives" code example:
'----------------> changing texture example for cube, sphere, floor by frank brübach, 17-19.sept.2011 :)
'----------------> pbwin 9
'---------------------------------------------------------------------------------------------------->
' SED_PBWIN - Use the PBWIN compiler
#COMPILE EXE
#DIM ALL
#INCLUDE "GLU.INC"
#INCLUDE "GDIPLUS.INC"
#INCLUDE "GDIPUTILS.INC"
$WindowCaption = "Changing textures for primitives -> push [F]ilter, [B]lending. [up],[down],[left],[right] arrows for rotation"
%GL_WINDOWWIDTH = 640
%GL_WINDOWHEIGHT = 480
%GL_BITSPERPEL = 16
%GL_DEPTHBITS = 16
GLOBAL hDC AS LONG
GLOBAL TextureHandles() AS DWORD
GLOBAL xrot AS SINGLE
GLOBAL yrot AS SINGLE
GLOBAL zoom AS SINGLE
GLOBAL filter AS LONG
GLOBAL xspeed AS SINGLE
GLOBAL yspeed AS SINGLE
GLOBAL quadratic AS DWORD
GLOBAL plane AS DWORD
GLOBAL TexFiles() AS STRING
GLOBAL g_bBlending AS LONG
TYPE WNDCLASSEX
cbSize AS DWORD
STYLE AS DWORD
lpfnWndProc AS LONG
cbClsExtra AS LONG
cbWndExtra AS LONG
hInstance AS DWORD
hIcon AS DWORD
hCursor AS DWORD
hbrBackground AS DWORD
lpszMenuName AS ASCIIZ PTR
lpszClassName AS ASCIIZ PTR
hIconSm AS DWORD
END TYPE
' =======================================================================================
' All the setup goes here
' =======================================================================================
SUB SetupScene (BYVAL hwnd AS DWORD, BYVAL nWidth AS LONG, BYVAL nHeight AS LONG)
DIM LightAmbient(3) AS SINGLE
DIM LightDiffuse(3) AS SINGLE
DIM LightPosition(3) AS SINGLE
REDIM TexFiles(0 TO 2) AS GLOBAL STRING
TexFiles(0) = "ball.bmp"
TexFiles(1) = "wall.bmp"
TexFiles(2) = "envwall.bmp"
CALL JH_MakeTextures(3)
'Activate last Handle from the created Textures
CALL glEnable(%GL_TEXTURE_2D)
'----------------------------------->
Plane = glGenLists(2)
glNewList Plane, %GL_COMPILE
glTranslatef 6.5!, -18.5!, -15.0!
'---------------> FLOOR ---------------------------------------------------------------->
CALL glPushMatrix()
glBindTexture %GL_TEXTURE_2D, TextureHandles(0)
' glBindTexture(%GL_TEXTURE_2D, TextureHandles(1) )
glTranslatef 0.0!, -4.0!, zoom
glBegin(%GL_QUADS) ';
glNormal3f(0.0, 1.0, 0.0)
glTexCoord2f(0.0, 1.0)
glVertex3f(-16.0, 0.0, 16.0)
glTexCoord2f(0.0, 0.0)
glVertex3f(-16.0, 0.0,-16.0)
glTexCoord2f(1.0, 0.0)
glVertex3f( 16.0, 0.0,-16.0)
glTexCoord2f(1.0, 1.0)
glVertex3f( 16.0, 0.0, 16.0)
glEnd() ';
CALL glPopMatrix()
glEndList
'---------------> FLOOR ---------------------------------------------------------------->
' Specify clear values for the color buffers
glClearColor 0.0!, 0.0!, 0.4!, 0.0!
' Specify the clear value for the depth buffer
glClearDepth 1.0!
' Specify the value used for depth-buffer comparisons
glDepthFunc %GL_LESS
' Enable depth comparisons and update the depth buffer
glEnable %GL_DEPTH_TEST
' Select smooth shading
glShadeModel %GL_SMOOTH
ARRAY ASSIGN LightAmbient() = 0.5!, 0.5!, 0.5!, 1.0!
ARRAY ASSIGN LightDiffuse() = 1.0!, 1.0!, 1.0!, 1.0!
ARRAY ASSIGN LightPosition() = 0.0!, 0.0!, 2.0!, 1.0!
glLightfv %GL_LIGHT1, %GL_AMBIENT, LightAmbient(0)
glLightfv %GL_LIGHT1, %GL_DIFFUSE, LightDiffuse(0)
glLightfv %GL_LIGHT1, %GL_POSITION, LightPosition(0)
glEnable %GL_LIGHT1
zoom = -5.0
END SUB
' =======================================================================================
' =======================================================================================
' Resize the scene
' =======================================================================================
SUB ResizeScene (BYVAL hwnd AS DWORD, BYVAL nWidth AS LONG, BYVAL nHeight AS LONG)
' Prevent divide by zero making height equal one
IF nHeight = 0 THEN nHeight = 1
' Reset the current viewport
glViewport 0, 0, nWidth, nHeight
' Select the projection matrix
glMatrixMode %GL_PROJECTION
' Reset the projection matrix
glLoadIdentity
' Calculate the aspect ratio of the window
gluPerspective 65.0!, nWidth / nHeight, 0.1!, 100.0!
' Select the model view matrix
glMatrixMode %GL_MODELVIEW
' Reset the model view matrix
glLoadIdentity
END SUB
' =======================================================================================
' =======================================================================================
' Draw the scene
' =======================================================================================
SUB DrawScene (BYVAL hwnd AS DWORD, BYVAL nWidth AS LONG, BYVAL nHeight AS LONG)
' Clear the screen buffer
glClear %GL_COLOR_BUFFER_BIT OR %GL_DEPTH_BUFFER_BIT
' Reset the view
glLoadIdentity
IF g_bBlending THEN
glDisable(%GL_DEPTH_TEST)
' // Set up blending...
glEnable(%GL_BLEND)
glBlendFunc(%GL_SRC_ALPHA, %GL_ONE)
glDisable(%GL_DEPTH_TEST)
ELSE
glDisable(%GL_BLEND)
glEnable(%GL_DEPTH_TEST)
END IF
glEnable %GL_TEXTURE_2D
glEnable %GL_LIGHTING
glLoadIdentity
Plane = glGenLists(3)
glNewList Plane, %GL_COMPILE
glBindTexture %GL_TEXTURE_2D, TextureHandles(0)
glTranslatef 1.5!, -2.5!, -2.0!+zoom
glRotatef xrot, 1.0!, 0.0!, 0.0!
glRotatef yrot, 0.0!, 1.0!, 0.0!
'-----------------------------------> FLOOR ----------------->
CALL glPushMatrix()
glBegin(%GL_QUADS) ';
glNormal3f(0.0, 1.0, 0.0) ';
glTexCoord2f(0.0, 1.0) ';
glVertex3f(-10.0, 0.0, 10.0)';
glTexCoord2f(0.0, 0.0)';
glVertex3f(-10.0, 0.0,-10.0)';
glTexCoord2f(1.0, 0.0)';
glVertex3f( 10.0, 0.0,-10.0)';
glTexCoord2f(1.0, 1.0)';
glVertex3f( 10.0, 0.0, 10.0)';
glEnd() ';
CALL glPopMatrix()
glEndList
'-----------------------------------> FLOOR ----------------->
glBindTexture %GL_TEXTURE_2D, TextureHandles(1)
glCallList plane
glLoadIdentity
glTranslatef 3.0!, 0.0!, zoom
glRotatef xrot, 1.0!, 0.0!, 0.0!
glRotatef yrot, 0.0!, 1.0!, 0.0!
glBindTexture %GL_TEXTURE_2D, TextureHandles(2)
glBindTexture %GL_TEXTURE_2D, TextureHandles(filter)
glEnable %GL_LIGHTING
'---------------------------------> BALL/SPHERE TEXTURING ----->
CALL glPushMatrix()
'Draw sphere/Ball
quadratic = gluNewQuadric()
IF quadratic THEN
CALL gluQuadricNormals(quadratic, %GLU_SMOOTH)
CALL gluQuadricTexture(quadratic, %GL_TRUE)
CALL gluSphere(quadratic, 2.0, 48, 48) ' 32, 32)
CALL gluDeleteQuadric(quadratic)
END IF
CALL glPopMatrix()
'---------------------------------> BALL/SPHERE TEXTURING END ----->
glDisable %GL_LIGHTING
'-------------------------------> CUBE --------------------------->
glLoadIdentity
glTranslatef -3.0!, 0.0!, zoom
glRotatef xrot, 1.0!, 0.0!, 0.0!
glRotatef yrot, 0.0!, 1.0!, 0.0!
glBegin %GL_QUADS
' Front Face
glNormal3f 0.0!, 0.0!, 1.0
glTexCoord2f 0.0!, 0.0! : glVertex3f -1.0!, -1.0!, 1.0!
glTexCoord2f 1.0!, 0.0! : glVertex3f 1.0!, -1.0!, 1.0!
glTexCoord2f 1.0!, 1.0! : glVertex3f 1.0!, 1.0!, 1.0!
glTexCoord2f 0.0!, 1.0! : glVertex3f -1.0!, 1.0!, 1.0!
' Back Face
glNormal3f 0.0!, 0.0!, -1.0!
glTexCoord2f 1.0!, 0.0! : glVertex3f -1.0!, -1.0!, -1.0!
glTexCoord2f 1.0!, 1.0! : glVertex3f -1.0!, 1.0!, -1.0!
glTexCoord2f 0.0!, 1.0! : glVertex3f 1.0!, 1.0!, -1.0!
glTexCoord2f 0.0!, 0.0! : glVertex3f 1.0!, -1.0!, -1.0!
' Top Face
glNormal3f 0.0!, 1.0!, 0.0!
glTexCoord2f 0.0!, 1.0! : glVertex3f -1.0!, 1.0!, -1.0!
glTexCoord2f 0.0!, 0.0! : glVertex3f -1.0!, 1.0!, 1.0!
glTexCoord2f 1.0!, 0.0! : glVertex3f 1.0!, 1.0!, 1.0!
glTexCoord2f 1.0!, 1.0! : glVertex3f 1.0!, 1.0!, -1.0!
' Bottom Face
glNormal3f 0.0!,-1.0!, 0.0!
glTexCoord2f 1.0!, 1.0! : glVertex3f -1.0!, -1.0!, -1.0!
glTexCoord2f 0.0!, 1.0! : glVertex3f 1.0!, -1.0!, -1.0!
glTexCoord2f 0.0!, 0.0! : glVertex3f 1.0!, -1.0!, 1.0!
glTexCoord2f 1.0!, 0.0! : glVertex3f -1.0!, -1.0!, 1.0!
' Right face
glNormal3f 1.0!, 0.0!, 0.0!
glTexCoord2f 1.0!, 0.0! : glVertex3f 1.0!, -1.0!, -1.0!
glTexCoord2f 1.0!, 1.0! : glVertex3f 1.0!, 1.0!, -1.0!
glTexCoord2f 0.0!, 1.0! : glVertex3f 1.0!, 1.0!, 1.0!
glTexCoord2f 0.0!, 0.0! : glVertex3f 1.0!, -1.0!, 1.0!
' Left Face
glNormal3f -1.0!, 0.0!, 0.0!
glTexCoord2f 0.0!, 0.0! : glVertex3f -1.0!, -1.0!, -1.0!
glTexCoord2f 1.0!, 0.0! : glVertex3f -1.0!, -1.0!, 1.0!
glTexCoord2f 1.0!, 1.0! : glVertex3f -1.0!, 1.0!, 1.0!
glTexCoord2f 0.0!, 1.0! : glVertex3f -1.0!, 1.0!, -1.0!
glEnd
'-------------------------------> CUBE END --------------------------->
xrot = xrot + xspeed
yrot = yrot + yspeed
END SUB
' =======================================================================================
' =======================================================================================
' Cleanup
' =======================================================================================
SUB Cleanup (BYVAL hwnd AS DWORD)
' Delete the texture
glDeleteTextures(3, TextureHandles(0))
END SUB
' =======================================================================================
' =======================================================================================
SUB ProcessKeystrokes (BYVAL hwnd AS DWORD, BYVAL vKeyCode AS LONG, BYVAL bKeyDown AS LONG)
STATIC lp, fp, light AS LONG
SELECT CASE AS LONG vKeyCode
CASE %VK_ESCAPE
' Quit if Esc key pressed
SendMessage hwnd, %WM_CLOSE, 0, 0
CASE %VK_L
IF ISTRUE bKeyDown AND ISFALSE lp THEN
lp = %TRUE
light = NOT light
IF ISFALSE light THEN
glDisable %GL_LIGHTING
ELSE
glEnable %GL_LIGHTING
END IF
END IF
IF ISFALSE bKeyDown THEN lp = %FALSE
CASE %VK_B
IF bKeyDown THEN g_bBlending = NOT g_bBlending
CASE %VK_L
IF ISTRUE bKeyDown AND ISFALSE lp THEN
lp = %TRUE
light = NOT light
IF ISFALSE light THEN
glDisable %GL_LIGHTING
ELSE
glEnable %GL_LIGHTING
END IF
END IF
IF ISFALSE bKeyDown THEN lp = %FALSE
CASE %VK_F
IF ISTRUE bKeyDown AND ISFALSE fp THEN
fp = %TRUE
filter = filter + 1
IF filter > 2 THEN filter = 0
END IF
IF ISFALSE bKeyDown THEN fp = %FALSE
CASE %VK_PGUP
IF ISTRUE bKeyDown THEN zoom = zoom - 0.02!
CASE %VK_PGDN
IF ISTRUE bKeyDown THEN zoom = zoom + 0.02!
CASE %VK_UP
IF ISTRUE bKeyDown THEN xspeed = xspeed - 0.01!
CASE %VK_DOWN
IF ISTRUE bKeyDown THEN xspeed = xspeed + 0.01!
CASE %VK_LEFT
IF ISTRUE bKeyDown THEN yspeed = yspeed - 0.01!
CASE %VK_RIGHT
IF ISTRUE bKeyDown THEN yspeed = yspeed + 0.01!
END SELECT
END SUB
' =======================================================================================
' =======================================================================================
' Main
' =======================================================================================
FUNCTION WINMAIN (BYVAL hInstance AS DWORD, BYVAL hPrevInstance AS DWORD, BYVAL lpszCmdLine AS ASCIIZ PTR, BYVAL nCmdShow AS LONG) AS LONG
LOCAL hwnd AS DWORD
LOCAL wcex AS WNDCLASSEX
LOCAL szClassName AS ASCIIZ * 256
LOCAL szCaption AS ASCIIZ * 256
LOCAL msg AS tagMSG
LOCAL rc AS RECT
LOCAL bDone AS LONG
LOCAL nLeft AS LONG
LOCAL nTop AS LONG
LOCAL nWidth AS LONG
LOCAL nHeight AS LONG
LOCAL dwStyle AS DWORD
LOCAL dwStyleEx AS DWORD
STATIC vKeyCode AS LONG
STATIC bKeyDown AS LONG
LOCAL t AS DOUBLE
LOCAL t0 AS DOUBLE
LOCAL fps AS DOUBLE
LOCAL nFrames AS LONG
LOCAL dm AS DEVMODE
LOCAL bFullScreen AS LONG
LOCAL lResult AS LONG
' Register the window class
szClassName = "PBOPENGL"
wcex.cbSize = SIZEOF(wcex)
wcex.style = %CS_HREDRAW OR %CS_VREDRAW OR %CS_OWNDC
wcex.lpfnWndProc = CODEPTR(WndProc)
wcex.cbClsExtra = 0
wcex.cbWndExtra = 0
wcex.hInstance = hInstance
wcex.hCursor = LoadCursor (%NULL, BYVAL %IDC_ARROW)
wcex.hbrBackground = %NULL
wcex.lpszMenuName = %NULL
wcex.lpszClassName = VARPTR(szClassName)
wcex.hIcon = LoadIcon (%NULL, BYVAL %IDI_APPLICATION) ' Sample, if resource icon: LoadIcon(hInst, "APPICON")
wcex.hIconSm = LoadIcon (%NULL, BYVAL %IDI_APPLICATION) ' Remember to set small icon too..
RegisterClassEx wcex
' Ask the user which screen mode he prefers
lResult = MessageBox(%NULL, "Would you like to run in fullscreen mode?", _
"Start fullScreen?", %MB_YESNOCANCEL OR %MB_ICONQUESTION)
SELECT CASE lResult
CASE %IDCANCEL : EXIT FUNCTION
CASE %IDYES : bFullScreen = %TRUE
CASE %IDNO : bFullScreen = %FALSE
END SELECT
' Window size
nWidth = %GL_WINDOWWIDTH
nHeight = %GL_WINDOWHEIGHT
IF bFullScreen THEN
' Change display settings
dm.dmSize = SIZEOF(dm)
dm.dmPelsWidth = nWidth
dm.dmPelsHeight = nHeight
dm.dmBitsPerPel = %GL_BITSPERPEL
dm.dmFields = %DM_BITSPERPEL OR %DM_PELSWIDTH OR %DM_PELSHEIGHT
IF ChangeDisplaySettings(dm, %CDS_FULLSCREEN) = 0 THEN ShowCursor %FALSE
END IF
' Window caption
szCaption = $WindowCaption
' Window styles
IF ISFALSE bFullScreen THEN
dwStyle = %WS_OVERLAPPEDWINDOW
dwStyleEx = %WS_EX_APPWINDOW OR %WS_EX_WINDOWEDGE
ELSE
dwStyle = %WS_POPUP
dwStyleEx = %WS_EX_APPWINDOW
END IF
' Create the window
hwnd = CreateWindowEx( _
dwStyleEx, _
szClassName, _
szCaption, _
dwStyle, _
100, _ 'nLeft, _
100, _ 'nTop, _
nWidth, _
nHeight, _
%NULL, _
0, _
hInstance, _
BYVAL %NULL)
' Retrieve the coordinates of the window's client area
GetClientRect hwnd, rc
' Initialize the new OpenGl window
SetupScene hwnd, rc.nRight - rc.nLeft, rc.nBottom - rc.nTop
' Show the window
ShowWindow hwnd, nCmdShow
UpdateWindow hwnd
DO UNTIL bDone
' Windows message pump
DO WHILE PeekMessage(msg, %NULL, 0, 0, %PM_REMOVE)
IF msg.message = %WM_QUIT THEN
bDone = %TRUE
ELSE
IF msg.message = %WM_KEYDOWN THEN
vKeyCode = msg.wParam
bKeyDown = %TRUE
ELSEIF msg.message = %WM_KEYUP THEN
vKeyCode = msg.wParam
bKeyDown = %FALSE
END IF
TranslateMessage msg
DispatchMessage msg
END IF
LOOP
IF ISFALSE bFullScreen THEN
' Get time and mouse position
t = INT(TIMER)
' Calculate and display FPS (frames per second)
IF t > t0 OR nFrames = 0 THEN
fps = nFrames \ (t - t0)
wsprintf szCaption, $WindowCaption & " (%i FPS)", BYVAL fps
SetWindowText hwnd, szCaption
t0 = t
nFrames = 0
END IF
nFrames = nFrames + 1
END IF
' Draw the scene
DrawScene hwnd, nWidth, nHeight
' Exchange the front and back buffers
SwapBuffers hDC
' Process the keystrokes
IF vKeyCode THEN
ProcessKeystrokes hwnd, vKeyCode, bKeyDown
vKeyCode = 0
END IF
LOOP
' Retore defaults
IF bFullScreen THEN
ChangeDisplaySettings BYVAL %NULL, 0
ShowCursor %TRUE
END IF
FUNCTION = msg.wParam
END FUNCTION
' =======================================================================================
' =======================================================================================
' Main window procedure
' =======================================================================================
FUNCTION WndProc (BYVAL hwnd AS DWORD, BYVAL wMsg AS DWORD, BYVAL wParam AS DWORD, BYVAL lParam AS LONG) AS LONG
LOCAL pf AS LONG
LOCAL pfd AS PIXELFORMATDESCRIPTOR
STATIC hRC AS LONG
SELECT CASE wMsg
CASE %WM_SYSCOMMAND
' Disable the Windows screensaver
IF (wParam AND &HFFF0) = %SC_SCREENSAVE THEN EXIT FUNCTION
' Close the window
IF (wParam AND &HFFF0) = %SC_CLOSE THEN
SendMessage hwnd, %WM_CLOSE, 0, 0
EXIT FUNCTION
END IF
CASE %WM_CREATE
' Retrieve the device context handle
hDC = GetDC(hwnd)
' Fill the PIXELFORMATDESCRIPTOR structure
pfd.nSize = SIZEOF(PIXELFORMATDESCRIPTOR)
pfd.nVersion = 1
pfd.dwFlags = %PFD_DRAW_TO_WINDOW _
OR %PFD_SUPPORT_OPENGL _
OR %PFD_DOUBLEBUFFER
pfd.iPixelType = %PFD_TYPE_RGBA
pfd.cColorBits = %GL_BITSPERPEL
pfd.cRedBits = 0
pfd.cRedShift = 0
pfd.cGreenBits = 0
pfd.cGreenShift = 0
pfd.cBlueBits = 0
pfd.cBlueShift = 0
pfd.cAlphaBits = 0
pfd.cAlphaShift = 0
pfd.cAccumBits = 0
pfd.cAccumRedBits = 0
pfd.cAccumGreenBits = 0
pfd.cAccumBlueBits = 0
pfd.cAccumAlphaBits = 0
pfd.cDepthBits = %GL_DEPTHBITS
pfd.cStencilBits = 0
pfd.cAuxBuffers = 0
pfd.iLayerType = %PFD_MAIN_PLANE
pfd.bReserved = 0
pfd.dwLayerMask = 0
pfd.dwVisibleMask = 0
pfd.dwDamageMask = 0
' Find a matching pixel format
pf = ChoosePixelFormat(hDC, pfd)
IF ISFALSE pf THEN
MessageBox hwnd, "Can't find a suitable pixel format", _
"Error", %MB_OK OR %MB_ICONEXCLAMATION
SendMessage hwnd, %WM_CLOSE, 0, 0
EXIT FUNCTION
END IF
' Set the pixel format
IF ISFALSE SetPixelFormat(hDC, pf, pfd) THEN
MessageBox hwnd, "Can't set the pixel format", _
"Error", %MB_OK OR %MB_ICONEXCLAMATION
SendMessage hwnd, %WM_CLOSE, 0, 0
EXIT FUNCTION
END IF
' Create a new OpenGL rendering context
hRC = wglCreateContext(hDC)
IF ISFALSE hRC THEN
MessageBox hwnd, "Can't create an OpenGL rendering context", _
"Error", %MB_OK OR %MB_ICONEXCLAMATION
SendMessage hwnd, %WM_CLOSE, 0, 0
EXIT FUNCTION
END IF
' Make it current
IF ISFALSE wglMakeCurrent(hDC,hRC) THEN
MessageBox hwnd, "Can't activate the OpenGL rendering context", _
"Error", %MB_OK OR %MB_ICONEXCLAMATION
SendMessage hwnd, %WM_CLOSE, 0, 0
EXIT FUNCTION
END IF
EXIT FUNCTION
CASE %WM_DESTROY
' Clear resources
Cleanup hwnd
' Release the device and rendering contexts
wglMakeCurrent hDC, 0
' Make the rendering context no longer current
wglDeleteContext hRC
' Release the device context
ReleaseDC hwnd, hDC
' Post an WM_QUIT message
PostQuitMessage 0
EXIT FUNCTION
CASE %WM_SIZE
ResizeScene hwnd, LO(WORD, lParam), HI(WORD, lParam)
EXIT FUNCTION
END SELECT
' Call the default window procedure to process unhandled messages
FUNCTION = DefWindowProc(hwnd, wMsg, wParam, lParam)
END FUNCTION
' ==========================================================================
SUB JH_MakeTextures(BYVAL nTextureCount AS LONG)
LOCAL xn, xi AS LONG
xi = nTextureCount -1
REDIM TextureHandles(0 TO xi)
DIM TextureWidth(0 TO xi) AS LONG
DIM TextureHeight(0 TO xi) AS LONG
DIM strTextureData(0 TO xi) AS STRING
'Enable texture mapping
CALL glEnable(%GL_TEXTURE_2D)
FOR xn = 0 TO xi
'Load TextureData from File on Disk
IF GdiPlusLoadTexture(TexFiles(xn), TextureWidth(xn), TextureHeight(xn), strTextureData(xn), %TRUE) = 0 THEN
'Assign an Array for OpenGL Handles of Textures in Memory
IF xn = 0 THEN glGenTextures nTextureCount, TextureHandles(0)
'MSGBOX ": "+FORMAT$(nTextureCount) + $CR +"File number.: "+FORMAT$(xn) + $CR +"Name: "+ TexFiles(xn) '<-- check Input via MsgBoxy
' Create Linear Filtered Texture
glBindTexture %GL_TEXTURE_2D, TextureHandles(xn)
glTexParameteri %GL_TEXTURE_2D,%GL_TEXTURE_MAG_FILTER,%GL_LINEAR
glTexParameteri %GL_TEXTURE_2D,%GL_TEXTURE_MIN_FILTER,%GL_LINEAR
glTexImage2D %GL_TEXTURE_2D, 0, 4, TextureWidth(xn), TextureHeight(xn), 0, _
%GL_RGBA, %GL_UNSIGNED_BYTE, BYVAL STRPTR(strTextureData(xn))
END IF
NEXT
END SUB
new edit: all you need you can find in zip folder in next post. pictures of scene I add here too.
best regards, frank
sorry, forgotten to send correct example: here you can see whole changing of cube, sphere and floor texturing. If you like to make your own modification you only need to change these two lines with wished texture you can add with own bitmap or png files.
QuoteglBindTexture %GL_TEXTURE_2D, TextureHandles(2) 'TextureHandles(1) 'TextureHandles(0)
glBindTexture %GL_TEXTURE_2D, TextureHandles(filter)
changing textures of openGL primitives 1a:
'----------------> changing texture example for cube, sphere, floor by frank brübach, 17-19.sept.2011 :)
'----------------> pbwin 9
'---------------------------------------------------------------------------------------------------->
' SED_PBWIN - Use the PBWIN compiler
#COMPILE EXE
#DIM ALL
#INCLUDE "GLU.INC"
#INCLUDE "GDIPLUS.INC"
#INCLUDE "GDIPUTILS.INC"
$WindowCaption = "Changing textures for primitives 1a-> push [F]ilter, [B]lending. [up],[down],[left],[right] arrows for rotation"
%GL_WINDOWWIDTH = 640
%GL_WINDOWHEIGHT = 480
%GL_BITSPERPEL = 16
%GL_DEPTHBITS = 16
GLOBAL hDC AS LONG
GLOBAL TextureHandles() AS DWORD
GLOBAL xrot AS SINGLE
GLOBAL yrot AS SINGLE
GLOBAL zoom AS SINGLE
GLOBAL filter AS LONG
GLOBAL xspeed AS SINGLE
GLOBAL yspeed AS SINGLE
GLOBAL quadratic AS DWORD
GLOBAL plane AS DWORD
GLOBAL TexFiles() AS STRING
GLOBAL g_bBlending AS LONG
TYPE WNDCLASSEX
cbSize AS DWORD
STYLE AS DWORD
lpfnWndProc AS LONG
cbClsExtra AS LONG
cbWndExtra AS LONG
hInstance AS DWORD
hIcon AS DWORD
hCursor AS DWORD
hbrBackground AS DWORD
lpszMenuName AS ASCIIZ PTR
lpszClassName AS ASCIIZ PTR
hIconSm AS DWORD
END TYPE
' =======================================================================================
' All the setup goes here
' =======================================================================================
SUB SetupScene (BYVAL hwnd AS DWORD, BYVAL nWidth AS LONG, BYVAL nHeight AS LONG)
DIM LightAmbient(3) AS SINGLE
DIM LightDiffuse(3) AS SINGLE
DIM LightPosition(3) AS SINGLE
REDIM TexFiles(0 TO 2) AS GLOBAL STRING
TexFiles(0) = "ball.bmp"
TexFiles(1) = "wall.bmp"
TexFiles(2) = "envwall.bmp"
CALL JH_MakeTextures(3)
'Activate last Handle from the created Textures
CALL glEnable(%GL_TEXTURE_2D)
'----------------------------------->
Plane = glGenLists(2)
glNewList Plane, %GL_COMPILE
glTranslatef 6.5!, -18.5!, -15.0!
'---------------> FLOOR ---------------------------------------------------------------->
CALL glPushMatrix()
' glBindTexture %GL_TEXTURE_2D, TextureHandles(0)
' glBindTexture(%GL_TEXTURE_2D, TextureHandles(1) )
glTranslatef 0.0!, -4.0!, zoom
glBegin(%GL_QUADS) ';
glNormal3f(0.0, 1.0, 0.0)
glTexCoord2f(0.0, 1.0)
glVertex3f(-16.0, 0.0, 16.0)
glTexCoord2f(0.0, 0.0)
glVertex3f(-16.0, 0.0,-16.0)
glTexCoord2f(1.0, 0.0)
glVertex3f( 16.0, 0.0,-16.0)
glTexCoord2f(1.0, 1.0)
glVertex3f( 16.0, 0.0, 16.0)
glEnd() ';
CALL glPopMatrix()
glEndList
'---------------> FLOOR ---------------------------------------------------------------->
' Specify clear values for the color buffers
glClearColor 0.0!, 0.0!, 0.4!, 0.0!
' Specify the clear value for the depth buffer
glClearDepth 1.0!
' Specify the value used for depth-buffer comparisons
glDepthFunc %GL_LESS
' Enable depth comparisons and update the depth buffer
glEnable %GL_DEPTH_TEST
' Select smooth shading
glShadeModel %GL_SMOOTH
ARRAY ASSIGN LightAmbient() = 0.5!, 0.5!, 0.5!, 1.0!
ARRAY ASSIGN LightDiffuse() = 1.0!, 1.0!, 1.0!, 1.0!
ARRAY ASSIGN LightPosition() = 0.0!, 0.0!, 2.0!, 1.0!
glLightfv %GL_LIGHT1, %GL_AMBIENT, LightAmbient(0)
glLightfv %GL_LIGHT1, %GL_DIFFUSE, LightDiffuse(0)
glLightfv %GL_LIGHT1, %GL_POSITION, LightPosition(0)
glEnable %GL_LIGHT1
zoom = -5.0
END SUB
' =======================================================================================
' =======================================================================================
' Resize the scene
' =======================================================================================
SUB ResizeScene (BYVAL hwnd AS DWORD, BYVAL nWidth AS LONG, BYVAL nHeight AS LONG)
' Prevent divide by zero making height equal one
IF nHeight = 0 THEN nHeight = 1
' Reset the current viewport
glViewport 0, 0, nWidth, nHeight
' Select the projection matrix
glMatrixMode %GL_PROJECTION
' Reset the projection matrix
glLoadIdentity
' Calculate the aspect ratio of the window
gluPerspective 65.0!, nWidth / nHeight, 0.1!, 100.0!
' Select the model view matrix
glMatrixMode %GL_MODELVIEW
' Reset the model view matrix
glLoadIdentity
END SUB
' =======================================================================================
' =======================================================================================
' Draw the scene
' =======================================================================================
SUB DrawScene (BYVAL hwnd AS DWORD, BYVAL nWidth AS LONG, BYVAL nHeight AS LONG)
' Clear the screen buffer
glClear %GL_COLOR_BUFFER_BIT OR %GL_DEPTH_BUFFER_BIT
' Reset the view
glLoadIdentity
IF g_bBlending THEN
glDisable(%GL_DEPTH_TEST)
' // Set up blending...
glEnable(%GL_BLEND)
glBlendFunc(%GL_SRC_ALPHA, %GL_ONE)
glDisable(%GL_DEPTH_TEST)
ELSE
glDisable(%GL_BLEND)
glEnable(%GL_DEPTH_TEST)
END IF
glEnable %GL_TEXTURE_2D
glEnable %GL_LIGHTING
glLoadIdentity
Plane = glGenLists(3)
glNewList Plane, %GL_COMPILE
glBindTexture %GL_TEXTURE_2D, TextureHandles(0)
glBindTexture %GL_TEXTURE_2D, TextureHandles(filter)
glTranslatef 1.5!, -2.5!, -2.0!+zoom
glRotatef xrot, 1.0!, 0.0!, 0.0!
glRotatef yrot, 0.0!, 1.0!, 0.0!
'-----------------------------------> FLOOR ----------------->
CALL glPushMatrix()
glBegin(%GL_QUADS)
glNormal3f(0.0, 1.0, 0.0)
glTexCoord2f(0.0, 1.0)
glVertex3f(-10.0, 0.0, 10.0)
glTexCoord2f(0.0, 0.0)';
glVertex3f(-10.0, 0.0,-10.0)
glTexCoord2f(1.0, 0.0)
glVertex3f( 10.0, 0.0,-10.0)
glTexCoord2f(1.0, 1.0)
glVertex3f( 10.0, 0.0, 10.0)
glEnd()
CALL glPopMatrix()
glEndList
'-----------------------------------> FLOOR ----------------->
glBindTexture %GL_TEXTURE_2D, TextureHandles(1)
glCallList plane
glLoadIdentity
glTranslatef 3.0!, 0.0!, zoom
glRotatef xrot, 1.0!, 0.0!, 0.0!
glRotatef yrot, 0.0!, 1.0!, 0.0!
glBindTexture %GL_TEXTURE_2D, TextureHandles(2)
glBindTexture %GL_TEXTURE_2D, TextureHandles(filter)
glEnable %GL_LIGHTING
'---------------------------------> BALL/SPHERE TEXTURING ----->
CALL glPushMatrix()
'Draw sphere/Ball
quadratic = gluNewQuadric()
IF quadratic THEN
CALL gluQuadricNormals(quadratic, %GLU_SMOOTH)
CALL gluQuadricTexture(quadratic, %GL_TRUE)
CALL gluSphere(quadratic, 2.0, 48, 48) ' 32, 32)
CALL gluDeleteQuadric(quadratic)
END IF
CALL glPopMatrix()
'---------------------------------> BALL/SPHERE TEXTURING END ----->
glDisable %GL_LIGHTING
'-------------------------------> CUBE --------------------------->
glLoadIdentity
glTranslatef -3.0!, 0.0!, zoom
glRotatef xrot, 1.0!, 0.0!, 0.0!
glRotatef yrot, 0.0!, 1.0!, 0.0!
glBegin %GL_QUADS
' Front Face
glNormal3f 0.0!, 0.0!, 1.0
glTexCoord2f 0.0!, 0.0! : glVertex3f -1.0!, -1.0!, 1.0!
glTexCoord2f 1.0!, 0.0! : glVertex3f 1.0!, -1.0!, 1.0!
glTexCoord2f 1.0!, 1.0! : glVertex3f 1.0!, 1.0!, 1.0!
glTexCoord2f 0.0!, 1.0! : glVertex3f -1.0!, 1.0!, 1.0!
' Back Face
glNormal3f 0.0!, 0.0!, -1.0!
glTexCoord2f 1.0!, 0.0! : glVertex3f -1.0!, -1.0!, -1.0!
glTexCoord2f 1.0!, 1.0! : glVertex3f -1.0!, 1.0!, -1.0!
glTexCoord2f 0.0!, 1.0! : glVertex3f 1.0!, 1.0!, -1.0!
glTexCoord2f 0.0!, 0.0! : glVertex3f 1.0!, -1.0!, -1.0!
' Top Face
glNormal3f 0.0!, 1.0!, 0.0!
glTexCoord2f 0.0!, 1.0! : glVertex3f -1.0!, 1.0!, -1.0!
glTexCoord2f 0.0!, 0.0! : glVertex3f -1.0!, 1.0!, 1.0!
glTexCoord2f 1.0!, 0.0! : glVertex3f 1.0!, 1.0!, 1.0!
glTexCoord2f 1.0!, 1.0! : glVertex3f 1.0!, 1.0!, -1.0!
' Bottom Face
glNormal3f 0.0!,-1.0!, 0.0!
glTexCoord2f 1.0!, 1.0! : glVertex3f -1.0!, -1.0!, -1.0!
glTexCoord2f 0.0!, 1.0! : glVertex3f 1.0!, -1.0!, -1.0!
glTexCoord2f 0.0!, 0.0! : glVertex3f 1.0!, -1.0!, 1.0!
glTexCoord2f 1.0!, 0.0! : glVertex3f -1.0!, -1.0!, 1.0!
' Right face
glNormal3f 1.0!, 0.0!, 0.0!
glTexCoord2f 1.0!, 0.0! : glVertex3f 1.0!, -1.0!, -1.0!
glTexCoord2f 1.0!, 1.0! : glVertex3f 1.0!, 1.0!, -1.0!
glTexCoord2f 0.0!, 1.0! : glVertex3f 1.0!, 1.0!, 1.0!
glTexCoord2f 0.0!, 0.0! : glVertex3f 1.0!, -1.0!, 1.0!
' Left Face
glNormal3f -1.0!, 0.0!, 0.0!
glTexCoord2f 0.0!, 0.0! : glVertex3f -1.0!, -1.0!, -1.0!
glTexCoord2f 1.0!, 0.0! : glVertex3f -1.0!, -1.0!, 1.0!
glTexCoord2f 1.0!, 1.0! : glVertex3f -1.0!, 1.0!, 1.0!
glTexCoord2f 0.0!, 1.0! : glVertex3f -1.0!, 1.0!, -1.0!
glEnd
'-------------------------------> CUBE END --------------------------->
xrot = xrot + xspeed
yrot = yrot + yspeed
END SUB
' =======================================================================================
' =======================================================================================
' Cleanup
' =======================================================================================
SUB Cleanup (BYVAL hwnd AS DWORD)
' Delete the texture
glDeleteTextures(3, TextureHandles(0))
END SUB
' =======================================================================================
' =======================================================================================
SUB ProcessKeystrokes (BYVAL hwnd AS DWORD, BYVAL vKeyCode AS LONG, BYVAL bKeyDown AS LONG)
STATIC lp, fp, light AS LONG
SELECT CASE AS LONG vKeyCode
CASE %VK_ESCAPE
' Quit if Esc key pressed
SendMessage hwnd, %WM_CLOSE, 0, 0
CASE %VK_L
IF ISTRUE bKeyDown AND ISFALSE lp THEN
lp = %TRUE
light = NOT light
IF ISFALSE light THEN
glDisable %GL_LIGHTING
ELSE
glEnable %GL_LIGHTING
END IF
END IF
IF ISFALSE bKeyDown THEN lp = %FALSE
CASE %VK_B
IF bKeyDown THEN g_bBlending = NOT g_bBlending
CASE %VK_L
IF ISTRUE bKeyDown AND ISFALSE lp THEN
lp = %TRUE
light = NOT light
IF ISFALSE light THEN
glDisable %GL_LIGHTING
ELSE
glEnable %GL_LIGHTING
END IF
END IF
IF ISFALSE bKeyDown THEN lp = %FALSE
CASE %VK_F
IF ISTRUE bKeyDown AND ISFALSE fp THEN
fp = %TRUE
filter = filter + 1
IF filter > 2 THEN filter = 0
END IF
IF ISFALSE bKeyDown THEN fp = %FALSE
CASE %VK_PGUP
IF ISTRUE bKeyDown THEN zoom = zoom - 0.02!
CASE %VK_PGDN
IF ISTRUE bKeyDown THEN zoom = zoom + 0.02!
CASE %VK_UP
IF ISTRUE bKeyDown THEN xspeed = xspeed - 0.01!
CASE %VK_DOWN
IF ISTRUE bKeyDown THEN xspeed = xspeed + 0.01!
CASE %VK_LEFT
IF ISTRUE bKeyDown THEN yspeed = yspeed - 0.01!
CASE %VK_RIGHT
IF ISTRUE bKeyDown THEN yspeed = yspeed + 0.01!
END SELECT
END SUB
' =======================================================================================
' =======================================================================================
' Main
' =======================================================================================
FUNCTION WINMAIN (BYVAL hInstance AS DWORD, BYVAL hPrevInstance AS DWORD, BYVAL lpszCmdLine AS ASCIIZ PTR, BYVAL nCmdShow AS LONG) AS LONG
LOCAL hwnd AS DWORD
LOCAL wcex AS WNDCLASSEX
LOCAL szClassName AS ASCIIZ * 256
LOCAL szCaption AS ASCIIZ * 256
LOCAL msg AS tagMSG
LOCAL rc AS RECT
LOCAL bDone AS LONG
LOCAL nLeft AS LONG
LOCAL nTop AS LONG
LOCAL nWidth AS LONG
LOCAL nHeight AS LONG
LOCAL dwStyle AS DWORD
LOCAL dwStyleEx AS DWORD
STATIC vKeyCode AS LONG
STATIC bKeyDown AS LONG
LOCAL t AS DOUBLE
LOCAL t0 AS DOUBLE
LOCAL fps AS DOUBLE
LOCAL nFrames AS LONG
LOCAL dm AS DEVMODE
LOCAL bFullScreen AS LONG
LOCAL lResult AS LONG
' Register the window class
szClassName = "PBOPENGL"
wcex.cbSize = SIZEOF(wcex)
wcex.style = %CS_HREDRAW OR %CS_VREDRAW OR %CS_OWNDC
wcex.lpfnWndProc = CODEPTR(WndProc)
wcex.cbClsExtra = 0
wcex.cbWndExtra = 0
wcex.hInstance = hInstance
wcex.hCursor = LoadCursor (%NULL, BYVAL %IDC_ARROW)
wcex.hbrBackground = %NULL
wcex.lpszMenuName = %NULL
wcex.lpszClassName = VARPTR(szClassName)
wcex.hIcon = LoadIcon (%NULL, BYVAL %IDI_APPLICATION) ' Sample, if resource icon: LoadIcon(hInst, "APPICON")
wcex.hIconSm = LoadIcon (%NULL, BYVAL %IDI_APPLICATION) ' Remember to set small icon too..
RegisterClassEx wcex
' Ask the user which screen mode he prefers
lResult = MessageBox(%NULL, "Would you like to run in fullscreen mode?", _
"Start fullScreen?", %MB_YESNOCANCEL OR %MB_ICONQUESTION)
SELECT CASE lResult
CASE %IDCANCEL : EXIT FUNCTION
CASE %IDYES : bFullScreen = %TRUE
CASE %IDNO : bFullScreen = %FALSE
END SELECT
' Window size
nWidth = %GL_WINDOWWIDTH
nHeight = %GL_WINDOWHEIGHT
IF bFullScreen THEN
' Change display settings
dm.dmSize = SIZEOF(dm)
dm.dmPelsWidth = nWidth
dm.dmPelsHeight = nHeight
dm.dmBitsPerPel = %GL_BITSPERPEL
dm.dmFields = %DM_BITSPERPEL OR %DM_PELSWIDTH OR %DM_PELSHEIGHT
IF ChangeDisplaySettings(dm, %CDS_FULLSCREEN) = 0 THEN ShowCursor %FALSE
END IF
' Window caption
szCaption = $WindowCaption
' Window styles
IF ISFALSE bFullScreen THEN
dwStyle = %WS_OVERLAPPEDWINDOW
dwStyleEx = %WS_EX_APPWINDOW OR %WS_EX_WINDOWEDGE
ELSE
dwStyle = %WS_POPUP
dwStyleEx = %WS_EX_APPWINDOW
END IF
' Create the window
hwnd = CreateWindowEx( _
dwStyleEx, _
szClassName, _
szCaption, _
dwStyle, _
100, _ 'nLeft, _
100, _ 'nTop, _
nWidth, _
nHeight, _
%NULL, _
0, _
hInstance, _
BYVAL %NULL)
' Retrieve the coordinates of the window's client area
GetClientRect hwnd, rc
' Initialize the new OpenGl window
SetupScene hwnd, rc.nRight - rc.nLeft, rc.nBottom - rc.nTop
' Show the window
ShowWindow hwnd, nCmdShow
UpdateWindow hwnd
DO UNTIL bDone
' Windows message pump
DO WHILE PeekMessage(msg, %NULL, 0, 0, %PM_REMOVE)
IF msg.message = %WM_QUIT THEN
bDone = %TRUE
ELSE
IF msg.message = %WM_KEYDOWN THEN
vKeyCode = msg.wParam
bKeyDown = %TRUE
ELSEIF msg.message = %WM_KEYUP THEN
vKeyCode = msg.wParam
bKeyDown = %FALSE
END IF
TranslateMessage msg
DispatchMessage msg
END IF
LOOP
IF ISFALSE bFullScreen THEN
' Get time and mouse position
t = INT(TIMER)
' Calculate and display FPS (frames per second)
IF t > t0 OR nFrames = 0 THEN
fps = nFrames \ (t - t0)
wsprintf szCaption, $WindowCaption & " (%i FPS)", BYVAL fps
SetWindowText hwnd, szCaption
t0 = t
nFrames = 0
END IF
nFrames = nFrames + 1
END IF
' Draw the scene
DrawScene hwnd, nWidth, nHeight
' Exchange the front and back buffers
SwapBuffers hDC
' Process the keystrokes
IF vKeyCode THEN
ProcessKeystrokes hwnd, vKeyCode, bKeyDown
vKeyCode = 0
END IF
LOOP
' Retore defaults
IF bFullScreen THEN
ChangeDisplaySettings BYVAL %NULL, 0
ShowCursor %TRUE
END IF
FUNCTION = msg.wParam
END FUNCTION
' =======================================================================================
' =======================================================================================
' Main window procedure
' =======================================================================================
FUNCTION WndProc (BYVAL hwnd AS DWORD, BYVAL wMsg AS DWORD, BYVAL wParam AS DWORD, BYVAL lParam AS LONG) AS LONG
LOCAL pf AS LONG
LOCAL pfd AS PIXELFORMATDESCRIPTOR
STATIC hRC AS LONG
SELECT CASE wMsg
CASE %WM_SYSCOMMAND
' Disable the Windows screensaver
IF (wParam AND &HFFF0) = %SC_SCREENSAVE THEN EXIT FUNCTION
' Close the window
IF (wParam AND &HFFF0) = %SC_CLOSE THEN
SendMessage hwnd, %WM_CLOSE, 0, 0
EXIT FUNCTION
END IF
CASE %WM_CREATE
' Retrieve the device context handle
hDC = GetDC(hwnd)
' Fill the PIXELFORMATDESCRIPTOR structure
pfd.nSize = SIZEOF(PIXELFORMATDESCRIPTOR)
pfd.nVersion = 1
pfd.dwFlags = %PFD_DRAW_TO_WINDOW _
OR %PFD_SUPPORT_OPENGL _
OR %PFD_DOUBLEBUFFER
pfd.iPixelType = %PFD_TYPE_RGBA
pfd.cColorBits = %GL_BITSPERPEL
pfd.cRedBits = 0
pfd.cRedShift = 0
pfd.cGreenBits = 0
pfd.cGreenShift = 0
pfd.cBlueBits = 0
pfd.cBlueShift = 0
pfd.cAlphaBits = 0
pfd.cAlphaShift = 0
pfd.cAccumBits = 0
pfd.cAccumRedBits = 0
pfd.cAccumGreenBits = 0
pfd.cAccumBlueBits = 0
pfd.cAccumAlphaBits = 0
pfd.cDepthBits = %GL_DEPTHBITS
pfd.cStencilBits = 0
pfd.cAuxBuffers = 0
pfd.iLayerType = %PFD_MAIN_PLANE
pfd.bReserved = 0
pfd.dwLayerMask = 0
pfd.dwVisibleMask = 0
pfd.dwDamageMask = 0
' Find a matching pixel format
pf = ChoosePixelFormat(hDC, pfd)
IF ISFALSE pf THEN
MessageBox hwnd, "Can't find a suitable pixel format", _
"Error", %MB_OK OR %MB_ICONEXCLAMATION
SendMessage hwnd, %WM_CLOSE, 0, 0
EXIT FUNCTION
END IF
' Set the pixel format
IF ISFALSE SetPixelFormat(hDC, pf, pfd) THEN
MessageBox hwnd, "Can't set the pixel format", _
"Error", %MB_OK OR %MB_ICONEXCLAMATION
SendMessage hwnd, %WM_CLOSE, 0, 0
EXIT FUNCTION
END IF
' Create a new OpenGL rendering context
hRC = wglCreateContext(hDC)
IF ISFALSE hRC THEN
MessageBox hwnd, "Can't create an OpenGL rendering context", _
"Error", %MB_OK OR %MB_ICONEXCLAMATION
SendMessage hwnd, %WM_CLOSE, 0, 0
EXIT FUNCTION
END IF
' Make it current
IF ISFALSE wglMakeCurrent(hDC,hRC) THEN
MessageBox hwnd, "Can't activate the OpenGL rendering context", _
"Error", %MB_OK OR %MB_ICONEXCLAMATION
SendMessage hwnd, %WM_CLOSE, 0, 0
EXIT FUNCTION
END IF
EXIT FUNCTION
CASE %WM_DESTROY
' Clear resources
Cleanup hwnd
' Release the device and rendering contexts
wglMakeCurrent hDC, 0
' Make the rendering context no longer current
wglDeleteContext hRC
' Release the device context
ReleaseDC hwnd, hDC
' Post an WM_QUIT message
PostQuitMessage 0
EXIT FUNCTION
CASE %WM_SIZE
ResizeScene hwnd, LO(WORD, lParam), HI(WORD, lParam)
EXIT FUNCTION
END SELECT
' Call the default window procedure to process unhandled messages
FUNCTION = DefWindowProc(hwnd, wMsg, wParam, lParam)
END FUNCTION
' ==========================================================================
SUB JH_MakeTextures(BYVAL nTextureCount AS LONG)
LOCAL xn, xi AS LONG
xi = nTextureCount -1
REDIM TextureHandles(0 TO xi)
DIM TextureWidth(0 TO xi) AS LONG
DIM TextureHeight(0 TO xi) AS LONG
DIM strTextureData(0 TO xi) AS STRING
'Enable texture mapping
CALL glEnable(%GL_TEXTURE_2D)
FOR xn = 0 TO xi
'Load TextureData from File on Disk
IF GdiPlusLoadTexture(TexFiles(xn), TextureWidth(xn), TextureHeight(xn), strTextureData(xn), %TRUE) = 0 THEN
'Assign an Array for OpenGL Handles of Textures in Memory
IF xn = 0 THEN glGenTextures nTextureCount, TextureHandles(0)
'MSGBOX ": "+FORMAT$(nTextureCount) + $CR +"File number.: "+FORMAT$(xn) + $CR +"Name: "+ TexFiles(xn) '<-- check Input via MsgBoxy
' Create Linear Filtered Texture
glBindTexture %GL_TEXTURE_2D, TextureHandles(xn)
glTexParameteri %GL_TEXTURE_2D,%GL_TEXTURE_MAG_FILTER,%GL_LINEAR
glTexParameteri %GL_TEXTURE_2D,%GL_TEXTURE_MIN_FILTER,%GL_LINEAR
glTexImage2D %GL_TEXTURE_2D, 0, 4, TextureWidth(xn), TextureHeight(xn), 0, _
%GL_RGBA, %GL_UNSIGNED_BYTE, BYVAL STRPTR(strTextureData(xn))
END IF
NEXT
END SUB
thanks, frank