Page 1 of 2 12 LastLast
Results 1 to 10 of 12

Thread: need a good "glut.h" link ? :)

  1. #1
    Senior Member Lionheart008's Avatar
    Join Date
    Sep 2008
    Location
    Germany, Bad Sooden-Allendorf
    Age
    51
    Posts
    934
    Rep Power
    109

    need a good "glut.h" link ? :)

    hello, I am just looking for some openGL headers (here: c++ files) for some experiments with dev-c++:

    for example "GL/glut.h". does anybody has a link for me for downloading? I've found a download version "glut-3.7.6.bin". I need not the absolutely current issue. thanks, best regards, nice day, frank
    you can't always get what you want, but if you try sometimes you might find, you get what you need

  2. #2

    Re: need a good "glut.h" link ? :)

    You can download it from here frank but I would recommend using FreeGLUT instead as GLUT hasn't been updated for quite some years.
    Operating System: Windows 10 Home 64-bit
    CPU: Intel Celeron N4000 CPU @ 1.10GHz
    Memory: 4.00GB RAM
    Graphics: Intel UHD Graphics 600

  3. #3
    Super Moderator Petr Schreiber's Avatar
    Join Date
    Aug 2005
    Location
    Brno - Czech Republic
    Posts
    7,128
    Rep Power
    732

    Re: need a good "glut.h" link ? :)

    Hi Frank,

    here is some Dev-C++ information:
    http://www.onecore.net/dev-c-opengl.htm

    I would also recommend going for "new GLUT" like Matthew suggested, or avoid GLUT completely


    Petr

    P.S. I am moving this topic from TBGL area, as it is more C++ specific.
    Learn 3D graphics with ThinBASIC, learn TBGL!
    Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB

  4. #4
    Senior Member Lionheart008's Avatar
    Join Date
    Sep 2008
    Location
    Germany, Bad Sooden-Allendorf
    Age
    51
    Posts
    934
    Rep Power
    109

    Re: need a good "glut.h" link ? :)

    thanks matthew and petr for infos!

    after I have installed glut package (via package manager: "glut 3.7.6.+") I wanted to run a simple "nehe lesson 5" example :P

    I even found the damned "glaux.h" file for this example, but I cannot run the example:

    => not possible to init OpenGL window after this early line:
    GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
    C:\DOKUME~1\Rechner\LOKALE~1\Temp\ccMNaaaa.o(.text+0x31) In function `Z13ReSizeGLSceneii':

    [Linker error] undefined reference to `glViewport@16'
    [Linker error] undefined reference to `glMatrixMode@4'
    [Linker error] undefined reference to `glLoadIdentity@0'
    the error list is much longer. I will check other possibilities.

    nehe lesson 5 code as follow in part two of my post, the text was too long for edit window

    best regards, frank
    Attached Files Attached Files
    you can't always get what you want, but if you try sometimes you might find, you get what you need

  5. #5
    Senior Member Lionheart008's Avatar
    Join Date
    Sep 2008
    Location
    Germany, Bad Sooden-Allendorf
    Age
    51
    Posts
    934
    Rep Power
    109

    Re: need a good "glut.h" link ? :)

    part two: nehe lesson 5:

    [quote]
    /*
    * 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 <windows.h> // Header File For Windows
    #include <gl\gl.h> // Header File For The OpenGL32 Library
    #include <gl\glu.h> // Header File For The GLu32 Library
    #include <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 rtri; // Angle For The Triangle ( NEW )
    GLfloat rquad; // Angle For The Quad ( NEW )

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

    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
    {
    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 Screen And Depth Buffer
    glLoadIdentity(); // Reset The Current Modelview Matrix
    glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
    glRotatef(rtri,0.0f,1.0f,0.0f); // Rotate The Triangle On The Y axis ( NEW )
    glBegin(GL_TRIANGLES); // Start Drawing A Triangle
    glColor3f(1.0f,0.0f,0.0f); // Red
    glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Front)
    glColor3f(0.0f,1.0f,0.0f); // Green
    glVertex3f(-1.0f,-1.0f, 1.0f); // Left Of Triangle (Front)
    glColor3f(0.0f,0.0f,1.0f); // Blue
    glVertex3f( 1.0f,-1.0f, 1.0f); // Right Of Triangle (Front)
    glColor3f(1.0f,0.0f,0.0f); // Red
    glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Right)
    glColor3f(0.0f,0.0f,1.0f); // Blue
    glVertex3f( 1.0f,-1.0f, 1.0f); // Left Of Triangle (Right)
    glColor3f(0.0f,1.0f,0.0f); // Green
    glVertex3f( 1.0f,-1.0f, -1.0f); // Right Of Triangle (Right)
    glColor3f(1.0f,0.0f,0.0f); // Red
    glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Back)
    glColor3f(0.0f,1.0f,0.0f); // Green
    glVertex3f( 1.0f,-1.0f, -1.0f); // Left Of Triangle (Back)
    glColor3f(0.0f,0.0f,1.0f); // Blue
    glVertex3f(-1.0f,-1.0f, -1.0f); // Right Of Triangle (Back)
    glColor3f(1.0f,0.0f,0.0f); // Red
    glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Left)
    glColor3f(0.0f,0.0f,1.0f); // Blue
    glVertex3f(-1.0f,-1.0f,-1.0f); // Left Of Triangle (Left)
    glColor3f(0.0f,1.0f,0.0f); // Green
    glVertex3f(-1.0f,-1.0f, 1.0f); // Right Of Triangle (Left)
    glEnd(); // Done Drawing The Pyramid
    glLoadIdentity(); // Reset The Current Modelview Matrix
    glTranslatef(1.5f,0.0f,-7.0f); // Move Right 1.5 Units And Into The Screen 7.0
    glRotatef(rquad,1.0f,1.0f,1.0f); // Rotate The Quad On The X axis ( NEW )
    glBegin(GL_QUADS); // Draw A Quad
    glColor3f(0.0f,1.0f,0.0f); // Set The Color To Blue
    glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Top)
    glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Top)
    glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top)
    glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top)
    glColor3f(1.0f,0.5f,0.0f); // Set The Color To Orange
    glVertex3f( 1.0f,-1.0f, 1.0f); // Top Right Of The Quad (Bottom)
    glVertex3f(-1.0f,-1.0f, 1.0f); // Top Left Of The Quad (Bottom)
    glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Bottom)
    glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Bottom)
    glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
    glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front)
    glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front)
    glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Front)
    glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Front)
    glColor3f(1.0f,1.0f,0.0f); // Set The Color To Yellow
    glVertex3f( 1.0f,-1.0f,-1.0f); // Top Right Of The Quad (Back)
    glVertex3f(-1.0f,-1.0f,-1.0f); // Top Left Of The Quad (Back)
    glVertex3f(-1.0f, 1.0f,-1.0f); // Bottom Left Of The Quad (Back)
    glVertex3f( 1.0f, 1.0f,-1.0f); // Bottom Right Of The Quad (Back)
    glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
    glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left)
    glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Left)
    glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Left)
    glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Left)
    glColor3f(1.0f,0.0f,1.0f); // Set The Color To Violet
    glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Right)
    glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Right)
    glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Right)
    glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Right)
    glEnd(); // Done Drawing The Quad
    rtri+=0.2f; // Increase The Rotation Variable For The Triangle ( NEW )
    rquad-=0.15f; // Decrease The Rotation Variable For The Quad ( NEW )
    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;
    part three as followed...
    you can't always get what you want, but if you try sometimes you might find, you get what you need

  6. #6
    Senior Member Lionheart008's Avatar
    Join Date
    Sep 2008
    Location
    Germany, Bad Sooden-Allendorf
    Age
    51
    Posts
    934
    Rep Power
    109

    Re: need a good "glut.h" link ? :)

    copy this last part at the end of part two.

    // 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\nYour 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 Solid Object 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()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received?
    {
    done=TRUE; // ESC or DrawGLScene Signalled A Quit
    }
    else // Not Time To Quit, Update Screen
    {
    SwapBuffers(hDC); // Swap Buffers (Double Buffering)
    }
    if (keys[VK_F1]) // Is F1 Being Pressed?
    {
    keys[VK_F1]=FALSE; // If So Make Key FALSE
    KillGLWindow(); // Kill Our Current Window
    fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
    // Recreate Our OpenGL Window
    if (!CreateGLWindow("NeHe's Solid Object Tutorial",640,480,16,fullscreen))
    {
    return 0; // Quit If Window Was Not Created
    }
    }
    }
    }
    // Shutdown
    KillGLWindow(); // Kill The Window
    return (msg.wParam); // Exit The Program
    }
    fine.
    you can't always get what you want, but if you try sometimes you might find, you get what you need

  7. #7

    Re: need a good "glut.h" link ? :)

    Those Undefined Reference errors are because you aren't linking to the correct libraries.

    I used to use Dev-C++ & created a page here on my Wikispace showing how to link correctly.
    Operating System: Windows 10 Home 64-bit
    CPU: Intel Celeron N4000 CPU @ 1.10GHz
    Memory: 4.00GB RAM
    Graphics: Intel UHD Graphics 600

  8. #8

    Re: need a good "glut.h" link ? :)

    Ok, I've just reinstalled Dev-C++ & compiled NeHe Lesson05 which you'll find attached.
    Attached Files Attached Files
    Operating System: Windows 10 Home 64-bit
    CPU: Intel Celeron N4000 CPU @ 1.10GHz
    Memory: 4.00GB RAM
    Graphics: Intel UHD Graphics 600

  9. #9
    Senior Member Lionheart008's Avatar
    Join Date
    Sep 2008
    Location
    Germany, Bad Sooden-Allendorf
    Age
    51
    Posts
    934
    Rep Power
    109

    Re: need a good "glut.h" link ? :)

    thanks matthew, the problem was that I have missed to link all libraries in linkerbox with

    -lglaux -lglut32 -lglu32 -lopengl32 -lgdi32 -lwinmm
    thanks a lot for help! now dev-c++ is no more my enemy!

    my result I attach as rar file. I am feeling good to got it run!
    35 kb file size is very ok for me!

    personal question: do you always! work with dev-c++? Or do you are working with c++ too? I wanted to avoid to work with visual studio c++, it's an unrestrained monster for me other side my old laptop hasn't enough power to use it for working under win xp2.

    servus, frank
    Attached Files Attached Files
    you can't always get what you want, but if you try sometimes you might find, you get what you need

  10. #10

    Re: need a good "glut.h" link ? :)

    I used to use Dev-C++ a lot in the past but now I use Code::Blocks if I'm working on a large project. If I'm writing just a small program I use Programmer's Notepad.

    You don't actually have to link to GLUT & Glaux for that NeHe example, the following will work fine.

    -lopengl32 -lglu32 -lgdi32
    Operating System: Windows 10 Home 64-bit
    CPU: Intel Celeron N4000 CPU @ 1.10GHz
    Memory: 4.00GB RAM
    Graphics: Intel UHD Graphics 600

Page 1 of 2 12 LastLast

Similar Threads

  1. Forum: added "Auto Youtube Link-Converter" plugin
    By ErosOlmi in forum Web and Forum
    Replies: 0
    Last Post: 07-05-2011, 12:47
  2. gui: xpbutton good for ("UIAdv")
    By Lionheart008 in forum UI (User Interface)
    Replies: 6
    Last Post: 08-12-2009, 18:35

Members who have read this thread: 0

There are no members to list at the moment.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •