Hi I've downloaded this project and I don't see anything when I run it in IE and the Active X Text Container. I've debugged it and noticed that OpenGL is never initialized because OnCreate is never called. Can someone please tell me how to get this project working?
At Eximion we create web games on our own player. For some time now we have had a problem we cannot fix. Even this article didn't help to fix it. Do you want to earn money with bug fixing? More details at our bounty bug site.
We have an ATL based ActiveX control that uses OpenGL for rendering. This control seems to crash on random computers. It seems that on computers where this crash occurs an invalid pixel format is chosen.
This article and the accompanying code were written in the times of Visual Studio 6. I imagine that, since then, Microsoft has gone easy on the support of wgl-prefixed functions. Indeed, the fact that there is an (unclaimed) bounty of EUR500 on the problem you're describing, I think the problem is pretty much unresolvable.
there is a popular example of atlopengl_demo that can be downloaded in the page http://www.codeproject.com/atl/atlopengl.asp.
It is a opengl control created in VC, but when I use it in vb ,it can not work, why?
If I want to use it well in VB,how can I do?
thank you very much!
I am have a problem trying to setup the ActiveX
control using the ATL wizard, and then adding
the information that is provided on this page.
Can you describe what is needed to go through
the ATL wizard to setup this control.
The problem that I am getting is that nothing
is drawn in the window. I believe that I have
midded a step some where but have not be able
to trace it down. This is why I would like the
step ATL wizard steps before adding any of the
hi there, i just wondered if it was possible to create "transparent" opengl windows - i can't find anything about this anywhere on the web :/
my idea is to have some sort of 3d opengl stuff hovering over my desktop (without having the desktop be just a picture).
I have never done any ATL control, but here are few tips for OpenGL programming.
First, you dont need (and should not) to recrete the context every time you resize the window. There's no point in it, unless it's something that ATL insist you to do.
What propably is going there is that you lose your device context, when you resize. That is, you should create the window so the window class has the OWN_DC flag. That way the DC wont change. Even if your window never changes you should use that flag.
In your resize methos it's sufficient to just call the glViewport with the new window size as parameters (and also you may want to calculate the new aspect ratio for perspective rendering).
The worst thing recreating the whole GL context on every resize is that you need to also recreate any objects you have done (textures, displaylists), and that wastes time.