Givin thanks to s1!!!

stevo

eh
Former Krew Member
even the basics take a while to do Cent0, My first year I did very good but many in my class where struggling, we have never made an online game either, im in the making of a 2D online game but its definitely taking me more then a week lol just to make designs for a game that would be little time. Ive never used the unreal engine so I cant really say how hard or easy it is to use. But again he might not even have learnt any C++ or any other languages except the unreal scripting and might of already had the designs im not to sure. Threres lots of 3D software availavle out there also but its big money for it or free while being in college or university, best one I like is 3Ds Max I'll be working with C4 engine, Ogre engine and OpenGL(currently working with). Well heres a code for a 3D triangle in OpenGL triangle can rotate also im working on camera views next this is just an example!
// Triangle.cpp
// OpenGL SuperBible
// Demonstrates OpenGL Triangle Fans, backface culling, and depth testing
// Program by Richard S. Wright Jr.
#include "../../shared/gltools.h" // OpenGL toolkit
#include <math.h>


// Define a constant for the value of PI
#define GL_PI 3.1415f

// Rotation amounts
static GLfloat xRot = 0.0f;
static GLfloat yRot = 0.0f;

// Flags for effects
// Flags for effects
int iCull = 0;
int iOutline = 0;
int iDepth = 0;

///////////////////////////////////////////////////////////////////////////////
// Reset flags as appropriate in response to menu selections
void ProcessMenu(int value)
{
switch(value)
{
case 1:
iDepth = !iDepth;
break;

case 2:
iCull = !iCull;
break;

case 3:
iOutline = !iOutline;
default:
break;
}

glutPostRedisplay();
}


// Called to draw scene
void RenderScene(void)
{
GLfloat x,y,angle; // Storage for coordinates and angles
int iPivot = 1; // Used to flag alternating colors

// Clear the window and the depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

// Turn culling on if flag is set
if(iCull)
glEnable(GL_CULL_FACE);
else
glDisable(GL_CULL_FACE);

// Enable depth testing if flag is set
if(iDepth)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);

// Draw back side as a polygon only, if flag is set
if(iOutline)
glPolygonMode(GL_BACK,GL_LINE);
else
glPolygonMode(GL_BACK,GL_FILL);


// Save matrix state and do the rotation
glPushMatrix();
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);


// Begin a triangle fan
glBegin(GL_TRIANGLE_FAN);

// Pinnacle of cone is shared vertex for fan, moved up Z axis
// to produce a cone instead of a circle
glVertex3f(0.0f, 0.0f, 75.0f);

// Loop around in a circle and specify even points along the circle
// as the vertices of the triangle fan
for(angle = 0.0f; angle < (2.0f*GL_PI); angle += (GL_PI/8.0f))
{
// Calculate x and y position of the next vertex
x = 50.0f*sin(angle);
y = 50.0f*cos(angle);

// Alternate color between red and green
if((iPivot %2) == 0)
glColor3f(0.0f, 1.0f, 0.0f);
else
glColor3f(1.0f, 0.0f, 0.0f);

// Increment pivot to change color next time
iPivot++;

// Specify the next vertex for the triangle fan
glVertex2f(x, y);
}

// Done drawing fan for cone
glEnd();


// Begin a new triangle fan to cover the bottom
glBegin(GL_TRIANGLE_FAN);

// Center of fan is at the origin
glVertex2f(0.0f, 0.0f);
for(angle = 0.0f; angle < (2.0f*GL_PI); angle += (GL_PI/8.0f))
{
// Calculate x and y position of the next vertex
x = 50.0f*sin(angle);
y = 50.0f*cos(angle);

// Alternate color between red and green
if((iPivot %2) == 0)
glColor3f(0.0f, 1.0f, 0.0f);
else
glColor3f(1.0f, 0.0f, 0.0f);

// Increment pivot to change color next time
iPivot++;

// Specify the next vertex for the triangle fan
glVertex2f(x, y);
}

// Done drawing the fan that covers the bottom
glEnd();

// Restore transformations
glPopMatrix();


glutSwapBuffers();
}

// This function does any needed initialization on the rendering
// context.
void SetupRC()
{
// Black background
glClearColor(0.0f, 0.0f, 0.0f, 1.0f );

// Set drawing color to green
glColor3f(0.0f, 1.0f, 0.0f);

// Set color shading model to flat
glShadeModel(GL_FLAT);

// Clock wise wound polygons are front facing, this is reversed
// because we are using triangle fans
glFrontFace(GL_CW);
}

void SpecialKeys(int key, int x, int y)
{
if(key == GLUT_KEY_UP)
xRot-= 5.0f;

if(key == GLUT_KEY_DOWN)
xRot += 5.0f;

if(key == GLUT_KEY_LEFT)
yRot -= 5.0f;

if(key == GLUT_KEY_RIGHT)
yRot += 5.0f;

if(key > 356.0f)
xRot = 0.0f;

if(key < -1.0f)
xRot = 355.0f;

if(key > 356.0f)
yRot = 0.0f;

if(key < -1.0f)
yRot = 355.0f;

// Refresh the Window
glutPostRedisplay();
}


void ChangeSize(int w, int h)
{
GLfloat nRange = 100.0f;

// Prevent a divide by zero
if(h == 0)
h = 1;

// Set Viewport to window dimensions
glViewport(0, 0, w, h);

// Reset projection matrix stack
glMatrixMode(GL_PROJECTION);
glLoadIdentity();

// Establish clipping volume (left, right, bottom, top, near, far)
if (w <= h)
glOrtho (-nRange, nRange, -nRange*h/w, nRange*h/w, -nRange, nRange);
else
glOrtho (-nRange*w/h, nRange*w/h, -nRange, nRange, -nRange, nRange);

// Reset Model view matrix stack
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}

int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutCreateWindow("Triangle Culling Example");

// Create the Menu
glutCreateMenu(ProcessMenu);
glutAddMenuEntry("Toggle depth test",1);
glutAddMenuEntry("Toggle cull backface",2);
glutAddMenuEntry("Toggle outline back",3);
glutAttachMenu(GLUT_RIGHT_BUTTON);

glutReshapeFunc(ChangeSize);
glutSpecialFunc(SpecialKeys);
glutDisplayFunc(RenderScene);
SetupRC();
glutMainLoop();

return 0;
}
 
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