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Does well what it is made for!
Regards
N. Sharjith
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Ulf,
I tried to compile the solution of the VC++.NET version on VS 9, and it gave a bunch of errors. Any chance you could update this to work on VS 9? This looks like a neat wizard, and I'd love to use it!
Thanks,
thain
modified on Wednesday, January 7, 2009 12:56 PM
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glReadPixels(...) command does not work for me after creating a dialog with this app wizard.
Can someone help ?
This is the code:
void CSelectionTestApp::DrawScene()
{
// TODO: Replace the following sample code with your code to draw the scene.
glClearColor (0.0,0.0,0.0,0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable (GL_COLOR_MATERIAL);
glDisable (GL_TEXTURE_2D);
glDrawBuffer(GL_BACK);
// Position and rotate the camera
glTranslatef(0.0f, 0.0f, -5.0f);
// Draw a yellow point
glPointSize(10.0);
glColor3f(1.0f,1.0f,0.0f);
glBegin(GL_POINTS);
glVertex3f(0.5f,0.5f,-0.4f);
glEnd();
if (m_LeftButtonDown)
{
// Get the pixel color
glReadBuffer(GL_BACK);
const unsigned int size = 10;
GLubyte * framebuf = new GLubyte[size];
glReadPixels(m_LeftDownPos.x,m_LeftDownPos.y, 1,1, GL_RGB, GL_UNSIGNED_BYTE, framebuf);
int r = framebuf[0];
int g = framebuf[1];
int b = framebuf[2];
}
}
framebuf gets 255,255,255 always.
Please help !!
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Hi there,
I am having the same problem here...
Does anybody have any idea about this problem?
Cheers folks!
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I got it working by adding the glReadPixels() command within the OnGLDraw() method. Try that and let me know if it works for you. The same is true for me for call lists and other commands. It seems I can't call stuff like glReadPixels() prior to the OnGLDraw() method executing.
I'm also having trouble with tooltips, they have the focus and don't like to lose focus when I refresh the childview. The result is a really slow system stall... ideas ?
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Dear all friends
Nowadays I got a project how to design a real-time image processing or pattern recognition system using VC++? actually i never do this any more. so anyone give me suggestion here. thanks a lot.
Li Zhiyuan
26/06/2007
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Dude, This is a HUGE question. No one can give you an answer unless you give more details.
What do you mean by image processing? As you know Image processing is a huge area and there are many fields in it.
People here can only help you by image processing libraries used with c++ (such as OpenCV library).
Good luck.
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Hi there,
Regarding the appwizard for VC++.net.
Using: VS 2003-SP1, XP pro SP2.
When pressing OK after entering the project name I receive the following error message:
Error in script
Line 2
Char 1
Error Invalid character
Code 0
URL (MyPath)/HTML/1033/default.htm
Clicking 'YES' to continue with the script displays the same mesage again.
Clicking 'YES' again to continue with the script displays:
Error in script
Line 242
Char 2
Error Object expected
Code 0
URL (MyPath)/HTML/1033/default.htm
Clicking 'YES' again to continue with the script displays the GUI.
Changing nothing and clicking 'Finish' gives the error:
Error in script
Line 273
Char 2
Error Object expected
Code 0
URL (MyPath)/HTML/1033/default.htm
Clicking 'YES' again to continue with the script hides the error message leaving the GUI on the screen. The project is not created.
Anybody knows the reason for this?
Thanks,
Bill
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Great AppWiz. But how do I set this to start with the window maximized.
I tried a buch of different things and can't get it to work.
Thanks
Ron
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i have two program that can run..but i can't combine it..
for your information i still studying..
the first program is:
#include <stdlib.h>
#include <gl glut.h="">
GLfloat vertices [][3] = {{-0.3, -0.3, 0.3}, {-0.23,0.3,0.3} ,
{0.3,0.3,0.3}, {0.3,-0.3,0.3}, {-0.3,-0.3,-0.3} ,
{-0.3,0.3,-0.3}, {0.3,0.3,-0.3},{0.3,-0.3,-0.3}};
GLfloat colors[][3] = {
{1.0,0.0,0.0},{0.0,1.0,1.0},
{1.0,1.0,0.0}, {0.0,1.0,0.0},
{0.0,0.0,1.0}, {1.0,0.0,1.0},
{0.0,0.0,0.0}, {1.0,1.0,1.0}};
void polygon (int a, int b, int c, int d)
{
glBegin(GL_POLYGON);
glColor3fv(colors[a]);
glTexCoord2f(0.0,0.0);
glVertex3fv(vertices[a]);
glColor3fv(colors[b]);
glTexCoord2f(0.0,1.0);
glVertex3fv(vertices[b]);
glColor3fv(colors[c]);
glTexCoord2f(1.0,1.0);
glVertex3fv(vertices[c]);
glColor3fv(colors[d]);
glTexCoord2f(1.0,0.0);
glVertex3fv(vertices[d]);
glEnd();
}
void colorcube()
{
polygon(0,3,2,1);
polygon(2,3,7,6);
polygon(3,0,4,7);
polygon(1,2,6,5);
polygon(4,5,6,7);
polygon(5,4,0,1);
}
static GLfloat theta[]={0.0,0.0,0.0};
static GLint axis = 2 ;
void display (void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glRotatef(theta[0],1.0,0.0,0.0);
glRotatef(theta[1],0.0,1.0,0.0);
glRotatef(theta[2],0.0,0.0,1.0);
colorcube();
glutSwapBuffers();
}
void spinCube()
{
theta [axis] += 5.0; //speed for cube
if (theta[axis] > 360.0) theta[axis] -= 360.0;
glutPostRedisplay();
}
void mouse (int btn, int state, int x, int y)
{
if(btn == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
axis = 0;
if (btn == GLUT_MIDDLE_BUTTON && state == GLUT_DOWN)
axis = 1;
if (btn == GLUT_RIGHT_BUTTON && state == GLUT_DOWN)
axis = 2;
}
void myReshape(int w, int h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if(w <= h)
glOrtho(-2.0,2.0,-2.0 * (GLfloat) h /(GLfloat)
w,2.0 * (GLfloat)h / (GLfloat) w,
-10.0,10.0);
else
glOrtho(-2.0 * (GLfloat)w /(GLfloat)h,
2.0 * (GLfloat) w / (GLfloat)h,-2.0,2.0,-10.0,10.0);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char **argv)
{
GLubyte image [64][64][3];
int i,j,r,c;
for (i =0; i<64; i++)
{
for (j=0; j<64; j++)
{
c = (((i&0x8) == 0)^((j&0x8)==0))*255;
image[i][j][0] = (GLubyte) c;
image[i][j][1] = (GLubyte) c;
image[i][j][2] = (GLubyte) c;
}
}
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500,500);
glutCreateWindow("color cube");
glutReshapeFunc(myReshape);
glutDisplayFunc(display);
glutIdleFunc(spinCube);
glutMouseFunc(mouse);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,64,64,0,GL_RGB,GL_UNSIGNED_BYTE, image);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glClearColor(1.0,0.5,1.0,1.0);
glColor3f(1.0,1.0,1.0);
glutMainLoop();
}
and the second program is:
/* field.c - by Tom McReynolds, SGI */
/* Using the accumulation buffer for depth of field (camera focus blur). */
#include <gl glut.h="">
#include <stdlib.h>
#include <stdio.h>
const GLdouble FRUSTDIM = 100.f;
const GLdouble FRUSTNEAR = 320.f;
const GLdouble FRUSTFAR = 660.f;
/*
** Create a single component texture map
*/
GLfloat *make_texture(int maxs, int maxt)
{
int s, t;
static GLfloat *texture;
texture = (GLfloat *)malloc(maxs * maxt * sizeof(GLfloat));
for(t = 0; t < maxt; t++) {
for(s = 0; s < maxs; s++) {
texture[s + maxs * t] = ((s >> 4) & 0x1) ^ ((t >> 4) & 0x1);
}
}
return texture;
}
//enum {SPHERE = 1, CONE};
void
render(void)
{
/* material properties for objects in scene */
static GLfloat wall_mat[] = {1.f, 1.f, 1.f, 1.f};
glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
/*
** Note: wall verticies are ordered so they are all front facing
** this lets me do back face culling to speed things up.
*/
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, wall_mat);
/* floor */
/* make the floor textured */
glEnable(GL_TEXTURE_2D);
/*
** Since we want to turn texturing on for floor only, we have to
** make floor a separate glBegin()/glEnd() sequence. You can't
** turn texturing on and off between begin and end calls
*/
glBegin(GL_QUADS);
glNormal3f(0.f, 1.f, 0.f);
glTexCoord2i(0, 0);
glVertex3f(-100.f, -100.f, -320.f);
glTexCoord2i(1, 0);
glVertex3f( 100.f, -100.f, -320.f);
glTexCoord2i(1, 1);
glVertex3f( 100.f, -100.f, -640.f);
glTexCoord2i(0, 1);
glVertex3f(-100.f, -100.f, -640.f);
glEnd();
glDisable(GL_TEXTURE_2D);
/* walls */
glBegin(GL_QUADS);
/* left wall */
glNormal3f(1.f, 0.f, 0.f);
glVertex3f(-100.f, -100.f, -320.f);
glVertex3f(-100.f, -100.f, -640.f);
glVertex3f(-100.f, 100.f, -640.f);
glVertex3f(-100.f, 100.f, -320.f);
/* right wall */
glNormal3f(-1.f, 0.f, 0.f);
glVertex3f( 100.f, -100.f, -320.f);
glVertex3f( 100.f, 100.f, -320.f);
glVertex3f( 100.f, 100.f, -640.f);
glVertex3f( 100.f, -100.f, -640.f);
/* ceiling */
glNormal3f(0.f, -1.f, 0.f);
glVertex3f(-100.f, 100.f, -320.f);
glVertex3f(-100.f, 100.f, -640.f);
glVertex3f( 100.f, 100.f, -640.f);
glVertex3f( 100.f, 100.f, -320.f);
/* back wall */
glNormal3f(0.f, 0.f, 1.f);
glVertex3f(-100.f, -100.f, -640.f);
glVertex3f( 100.f, -100.f, -640.f);
glVertex3f( 100.f, 100.f, -640.f);
glVertex3f(-100.f, 100.f, -640.f);
glEnd();
glPushMatrix();
glTranslatef(-80.f, -60.f, -420.f);
// glCallList(SPHERE);
glPopMatrix();
glPushMatrix();
glTranslatef(-20.f, -80.f, -600.f);
// glCallList(CONE);
glPopMatrix();
if(glGetError()) /* to catch programming errors; should never happen */
printf("Oops! I screwed up my OpenGL calls somewhere\n");
glFlush(); /* high end machines may need this */
}
enum {NONE, FIELD};
int rendermode = NONE;
void
menu(int selection)
{
rendermode = selection;
glutPostRedisplay();
}
GLdouble focus = 420.;
/* Called when window needs to be redrawn */
void redraw(void)
{
int i, j;
int min, max;
int count;
GLfloat scale, dx, dy;
switch(rendermode) {
case NONE:
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-FRUSTDIM, FRUSTDIM, -FRUSTDIM, FRUSTDIM, FRUSTNEAR, FRUSTFAR);
glMatrixMode(GL_MODELVIEW);
render();
break;
case FIELD:
min = -2;
max = -min + 1;
count = -2 * min + 1;
count *= count;
scale = 2.f;
glClear(GL_ACCUM_BUFFER_BIT);
for(j = min; j < max; j++) {
for(i = min; i < max; i++) {
dx = scale * i * FRUSTNEAR/focus;
dy = scale * j * FRUSTNEAR/focus;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-FRUSTDIM + dx,
FRUSTDIM + dx,
-FRUSTDIM + dy,
FRUSTDIM + dy,
FRUSTNEAR,
FRUSTFAR);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(scale * i, scale * j, 0.f);
render();
glAccum(GL_ACCUM, 1.f/count);
}
}
glAccum(GL_RETURN, 1.f);
break;
}
glutSwapBuffers();
}
/* ARGSUSED1 */
void key(unsigned char key, int x, int y)
{
if(key == '\033')
exit(0);
}
const int TEXDIM = 256;
/* Parse arguments, and set up interface between OpenGL and window system */
int
main(int argc, char *argv[])
{
GLfloat *tex;
static GLfloat lightpos[] = {50.f, 50.f, -320.f, 1.f};
static GLfloat sphere_mat[] = {1.f, .5f, 0.f, 1.f};
static GLfloat cone_mat[] = {0.f, .5f, 1.f, 1.f};
GLUquadricObj *sphere, *cone, *base;
glutInit(&argc, argv);
glutInitWindowSize(512, 512);
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_ACCUM|GLUT_DOUBLE);
(void)glutCreateWindow("depth of field");
glutDisplayFunc(redraw);
glutKeyboardFunc(key);
glutCreateMenu(menu);
glutAddMenuEntry("Normal", NONE);
glutAddMenuEntry("Depth of Field", FIELD);
glutAttachMenu(GLUT_RIGHT_BUTTON);
/* turn on features */
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
/* place light 0 in the right place */
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
/* remove back faces to speed things up */
glCullFace(GL_BACK);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// glNewList(SPHERE, GL_COMPILE);
/* make display lists for sphere and cone; for efficiency */
sphere = gluNewQuadric();
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, sphere_mat);
gluSphere(sphere, 20.f, 20, 20);
gluDeleteQuadric(sphere);
glEndList();
// glNewList(CONE, GL_COMPILE);
cone = gluNewQuadric();
base = gluNewQuadric();
glRotatef(-90.f, 1.f, 0.f, 0.f);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, cone_mat);
gluDisk(base, 0., 20., 20, 1);
gluCylinder(cone, 20., 0., 60., 20, 20);
gluDeleteQuadric(cone);
gluDeleteQuadric(base);
glEndList();
/* load pattern for current 2d texture */
tex = make_texture(TEXDIM, TEXDIM);
glTexImage2D(GL_TEXTURE_2D, 0, 1, TEXDIM, TEXDIM, 0, GL_RED, GL_FLOAT, tex);
free(tex);
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}
please help..thanks
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Tried to use this in Visual Studio 2005 with no success. How would one go about upgrading it to work.
Thanks for any insight.
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See thread below titled:
"bug fix with Microsoft Visual Studio .NET 2003".
There is a fix outlined in there for 2005 as well.
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I need a openGL coded human face like any smiley , which should have some cartoony hair too.
Please can anybody provide me as early as possible!
Please!
I am witing for any help ! here!
Maddy
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(warning: I am a newbie coder)
I want to do an MDI app using C++ (VS.NET). My basic idea is to have an MDI child dialog with input boxes and a "go" button. From them on, these parameters are passed on to another class that chunks away calculations on them and returns draw commands. I would then like for another MDI child window (basically, an OpenGL "canvas") to receive and render them. I tried looking up examples for this, but they are either WinAPI (cryptic) or MFC and I was hoping to find a .NET "component" (with all advantages therecoming). Please give me any pointers to find my way out of this or better yet, some source code. 
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I get this error ever time I try to start the OpenGL Wizard. "Object with Program ID VsWizard.VsWizardEngine Cannot be Created. I have tested using a bunch of different Wizards and they are worked fine. I triple checked the Absolute Path and it is correct. I have Visual Studio .net Professional and I am using the .net version of the OpenGL AppWizard. Any ideas?
Thanks for any help anyone can provide.
TheTroll
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How to run 2 different(or same) OpenGL objects in one DialogBox?
IDC_STATIC1 is a first OpenGL objects Scene window.
IDC_STATIC2 is a second OpenGL objects Scene window.
IDC_STATIC1 and IDC_STATIC2 ,they are placed on IDD_DIALOG1.
code:
pclStatic = (CStatic *)GetDlgItem(IDC_OpenGL_Window);
pclGlView = new CGlView(pclStatic);
pclGlView->OnCreate();
pclGlView->InitGL();
pclGlView->DrawGLScene();
pclStatic1 = (CStatic *)GetDlgItem(IDC_OpenGL_Window);
pclGlView1 = new CGlView(pclStatic1);
pclGlView1->OnCreate();
pclGlView1->InitGL();
pclGlView1->DrawGLScene();
Will not involve both windows (IDC_STATIC2,IDC_STATIC1)
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I think we can did all this in a DLL,or a LIB!
class Cttt3d : public CSCWin
{
}
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
Cttt3d win;
win.Create("faint",200,200,16,false,100,100,false);
win.StartRender();
return 0;
}
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good morning:
There is some diffcult for me, a new programer,to use vc++6.0.I don't know how to add my own class which is based on object class into project.I'm waiting you response with great thanks.
My E-mail:wuling129@sohu.com
Thank you!
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as opposed to the window asking for options:
Running MSVC++.NET 2002
I look in:
C:\Program Files\Microsoft Visual Studio .NET\Vc7\VCWizards\OGLWiz7\HTML\1033\default.htm
and the HTML code is there:
I checked the OGLWiz7.vsz file in the directory
C:\Program Files\Microsoft Visual Studio .NET\Vc7\vcprojects
Here are the contents:
VSWIZARD 7.0
Wizard=VsWizard.VsWizardEngine
Param="WIZARD_NAME = OpenGL Application"
Param="ABSOLUTE_PATH = C:\Program Files\Microsoft Visual Studio.NET\Vc7\VCWizards\OGLWiz7"
Param="FALLBACK_LCID = 1033"
Any ideas???
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I have the exact same problem!
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So did I. The author tackles the same problem in the thread named, appropriately enough "Problem..."
The end result of the thread is that in the OGLWiz7.vsz file, the ABSOLUTE_PATH is set to "C:\Program Files\Microsoft Visual Studio.NET\Vc7\VCWizards\OGLWiz". But your installation of MSVS .NET probably named the folders as "...\Microsoft Visual Studio .NET\...". Notice how the second one has a space between "Studio" and ".NET" and the first one does not? (It took me 20min and reading through all the other messages to notice! ) Double check that your file has the space between the words.
This should resolve the problem b/c I had the exact same problem and I'm using the 2003 upgrade version and Win2K but it worked for me.
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Wizard=VsWizard.VsWizardEngine
--->
Wizard=VsWizard.VsWizardEngine.7.1
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In the file OGLWiz7.vsz change the first two lines from:
VSWIZARD 7.0
Wizard=VsWizard.VsWizardEngine
to:
VSWIZARD 7.0
Wizard=VsWizard.VsWizardEngine.7.1
or else won't work.
keep up the good work
Markthecoder
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Thanks, I was wondering what was going on...
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