Graphics: AMD Radeon HD 7900 Series
Running: Windows 7(64 bit)
Program: CodeBlocks(32 bit)
OpenGL Library: GLee
This is where I setup the window. Its an SDL window using OpenGL rendering.
void Init(int w, int h, bool fullScr)
{
if ( SDL_Init(SDL_INIT_VIDEO) != 0 ) {
printf("Unable to initialize SDL: %s\n", SDL_GetError());
}
winW = w*scale;
winH = h*scale;
original_winW = w;
origianl_winH = h;
putenv("SDL_VIDEO_WINDOW_POS");
putenv("SDL_VIDEO_CENTERED=1");
getenv("SDL_VIDEO_WINDOW_POS");
getenv("SDL_VIDEO_CENTERED");
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); // *new*
SDL_GL_SetAttribute( SDL_GL_SWAP_CONTROL, 0 ); // *new*
//Sets up the screen and displays the window
screen = SDL_SetVideoMode( winW, winH, 32, SDL_OPENGL | (fullScr*SDL_FULLSCREEN) ); // *changed*
screenRect.x = 0;
screenRect.y = 0;
screenRect.w = winW;
screenRect.h = winH;
SDL_ShowCursor(false);
SetGLState();
}
This is the SetGLState() mentioned above.
void SetGLState(){
glEnable( GL_TEXTURE_2D ); //Enable 2d texturing
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); //Set clear color (rgba)
glViewport( 0, 0, winW, winH ); //Set the viewport
glClear( GL_COLOR_BUFFER_BIT ); //Clear back buffer?
glMatrixMode( GL_PROJECTION ); //Set to projection
glLoadIdentity();
glOrtho(0.0f, winW, winH, 0.0f, -1.0f, 1.0f); //Create orthogonal projection matrix
glMatrixMode( GL_MODELVIEW ); //Set back to model view
glLoadIdentity();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
This is where the images are drawn to the screen
void DrawImage(GLSurface image, float x, float y)
{
// Bind the texture to which subsequent calls refer to
if(boundTexture != image.Surface){glBindTexture( GL_TEXTURE_2D, image.Surface ); boundTexture = image.Surface; }
glReadPixels(x,y,image.w*2,image.h*2,GL_UNSIGNED_BYTE,NULL,NULL);
glLoadIdentity();
glScalef(scale,scale,1);
glRotatef(image.rotation[0], 1.0f, 0.0f, 0.0f);
glRotatef(image.rotation[1], 0.0f, 1.0f, 0.0f);
glRotatef(image.rotation[2], 0.0f, 0.0f, 1.0f);
if(scale == 7.5)x += 48;
glBegin( GL_QUADS );
//Bottom-left vertex (corner)
glColor3b(127,127,127);
glTexCoord2i( 0, 0 ); //Position on texture to begin interpolation
glVertex3f( x, y, 0.f ); //Vertex Coords
//Bottom-right vertex (corner)
glTexCoord2i( 1, 0 );
glVertex3f( x+image.w, y, 0.f );
//Top-right vertex (corner)
glTexCoord2i( 1, 1 );
glVertex3f( x+image.w, y+image.h, 0.f );
//Top-left vertex (corner)
glTexCoord2i( 0, 1 );
glVertex3f( x, y+image.h, 0.f );
glEnd();
}
This window doesn't draw anything, and I can't figure out why. I haven't looked at this code in awhile, but I know that on a previous install of windows, I had it working. All of my other projects run, but this one doesn't. It just renders a blank screen. The weird thing is--I have a resize function for this window. When that function gets called, the screen displays a white screen instead of a black one.
Edit** This code is called at the end once everything has been drawn to the screen. It was already included in my code.
void Flip(){
SDL_GL_SwapBuffers();
glClear( GL_COLOR_BUFFER_BIT );
}