04-24-2018, 10:23 PM
The code I use for full screen is
As far as the error I get when loading Lenna it is just the oh bugger from this block of code:
Code:
uint width, height;
graphics_get_display_size(0, &width, &height);
init_ogl(p_state, width, height);
As far as the error I get when loading Lenna it is just the oh bugger from this block of code:
Code:
/*
*
*Draw a Rectangle this is a hard coded
*draw witch is only good for the triangle
*
*/
void Draw(Target_State *p_state)
{
GLfloat RectVertices[] =
{
-0.5f, 0.5f, 0.0f,//pos 0
0.0f, 0.0f, //texCoord 0
-0.5f, -0.5f, 0.0f,//pos 1
0.0f, 1.0f, //texCoord 1
0.5f, -0.5f, 0.0f, //pos 2
1.0f, 1.0f,//texCoord 2
0.5f, 0.5f, 0.0f,//pos 3
1.0f, 0.0f//texCoord 3
};
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
// Setup the veiwport
glViewport(0, 0, p_state->width, p_state->height);
// Clear the color buffer
glClear(GL_COLOR_BUFFER_BIT);
// set up the program object
glUseProgram(p_state->user_data->programObject);
//Load the vertex pos
glVertexAttribPointer(p_state->user_data->positionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &RectVertices[3]);
//Load the texture coords
glVertexAttribPointer(p_state->user_data->texCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &RectVertices[3]);
glEnableVertexAttribArray(p_state->user_data->positionLoc);
glEnableVertexAttribArray(p_state->user_data->texCoordLoc);
//bind the texture
glActiveTexture ( GL_TEXTURE0 );
glBindTexture (GL_TEXTURE_2D, p_state->user_data->textureId);
//Draw the rect as 2 sets of 3 vertices
glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
if (glGetError() != GL_NO_ERROR) printf("Oh bugger\n");
}
Good Luck,
Juston Metarref
Currently a programming student
Future Gameplay/Ai Programer
Juston Metarref
Currently a programming student
Future Gameplay/Ai Programer