include <gl\gl.h> // Header File For The OpenGL32 Library
include <gl\glu.h> // Header File For The GLu32 Library
include <gl\glaux.h> // Header File For The Glaux Library
include <stdlib.h>
HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application
bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
if(!Filename)//MakeSureAFilenameWasGiven
{
returnNULL; // If Not Return NULL
}
File=fopen(Filename,"r"); // Check To See If The File Existsif(File)//DoesTheFileExist?
{
fclose(File); // Close The HandlereturnauxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
}
returnNULL; // If Load Failed Return NULL
}
int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
int Status=FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texturememset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if (TextureImage[0]=LoadBMP("Data/Star.bmp"))
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[0]); // Create Three Textures
glBindTexture(GL_TEXTURE_2D, texture[0]);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
}
if (TextureImage[0]) // If Texture Exists
{
if (TextureImage[0]->data) // If Texture Image Exists
{
free(TextureImage[0]->data); // Free The Texture Image Memory
}
free(TextureImage[0]); // Free The Image Structure
}
return Status; // Return The Status
}
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}
glViewport(0,0,width,height); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
glEnable(GL_TEXTURE_2D);
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix
glEnable(GL_TEXTURE_2D);
//for( int partnum = 0; partnum<maxparticles; partnum++ )
// {
// glTranslatef(0.0f,partnum,-5.0f);
// glBegin(GL_TRIANGLE_STRIP);
// glColor3f(inout,(inout/2),0.0f);
// glTexCoord2d(1,1); glVertex3f(partrail[partnum].x+0.5f,partrail[partnum].y+0.5f,partrail[partnum].z+0); // Top Right
// glTexCoord2d(0,1); glVertex3f(-0.5f,0.5f,0.0f); // Top Left
// glTexCoord2d(1,0); glVertex3f(0.5f,-0.5f,0.0f); // Bottom Right
// glTexCoord2d(0,0); glVertex3f(-0.5f,-0.5f,0.0f); // Bottom Left
// glEnd();
// }
glLoadIdentity();
glTranslatef(0.0f,0.0f,-5.0f);
glRotatef(inout,1.0f,0.0f,0.0f);
gluSphere(quadratic,1.3,32,32);
if(keys[VK_UP])inout+=1.1;
if(keys[VK_DOWN])inout*=.9;
return TRUE; // Everything Went OK
}
GLvoid EndGLWindow(GLvoid) // Properly End The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}
if(hRC)// Do We Have A Rendering Context?{if(!wglMakeCurrent(NULL,NULL))// Are We Able To Release The DC And RC Contexts?{MessageBox(NULL,"ReleaseOfDCAndRCFailed.","SHUTDOWNERROR",MB_OK|MB_ICONINFORMATION);}if(!wglDeleteContext(hRC))// Are We Able To Delete The RC?{MessageBox(NULL,"ReleaseRenderingContextFailed.","SHUTDOWNERROR",MB_OK|MB_ICONINFORMATION);}hRC=NULL;// Set RC To NULL}if(hDC&&!ReleaseDC(hWnd,hDC))// Are We Able To Release The DC{MessageBox(NULL,"ReleaseDeviceContextFailed.","SHUTDOWNERROR",MB_OK|MB_ICONINFORMATION);hDC=NULL;// Set DC To NULL}if(hWnd&&!DestroyWindow(hWnd))// Are We Able To Destroy The Window?{MessageBox(NULL,"CouldNotReleasehWnd.","SHUTDOWNERROR",MB_OK|MB_ICONINFORMATION);hWnd=NULL;// Set hWnd To NULL}if(!UnregisterClass("OpenGL",hInstance))// Are We Able To Unregister Class{MessageBox(NULL,"CouldNotUnregisterClass.","SHUTDOWNERROR",MB_OK|MB_ICONINFORMATION);hInstance=NULL;// Set hInstance To NULL}
}
/ This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) /
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
fullscreen=fullscreenflag;// Set The Global Fullscreen FlaghInstance=GetModuleHandle(NULL);// Grab An Instance For Our Windowwc.style=CS_HREDRAW|CS_VREDRAW|CS_OWNDC;// Redraw On Size, And Own DC For Window.wc.lpfnWndProc=(WNDPROC)WndProc;// WndProc Handles Messageswc.cbClsExtra=0;// No Extra Window Datawc.cbWndExtra=0;// No Extra Window Datawc.hInstance=hInstance;// Set The Instancewc.hIcon=LoadIcon(NULL,IDI_WINLOGO);// Load The Default Iconwc.hCursor=LoadCursor(NULL,IDC_ARROW);// Load The Arrow Pointerwc.hbrBackground=NULL;// No Background Required For GLwc.lpszMenuName=NULL;// We Don't Want A Menuwc.lpszClassName="OpenGL";// Set The Class Nameif(!RegisterClass(&wc))// Attempt To Register The Window Class{MessageBox(NULL,"FailedToRegisterTheWindowClass.","ERROR",MB_OK|MB_ICONEXCLAMATION);returnFALSE;// Return FALSE}if(fullscreen)// Attempt Fullscreen Mode?{DEVMODEdmScreenSettings;// Device Modememset(&dmScreenSettings,0,sizeof(dmScreenSettings));// Makes Sure Memory's CleareddmScreenSettings.dmSize=sizeof(dmScreenSettings);// Size Of The Devmode StructuredmScreenSettings.dmPelsWidth=width;// Selected Screen WidthdmScreenSettings.dmPelsHeight=height;// Selected Screen HeightdmScreenSettings.dmBitsPerPel=bits;// Selected Bits Per PixeldmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.if(ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL){// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.if(MessageBox(NULL,"TheRequestedFullscreenModeIsNotSupportedBy\nYourVideoCard.UseWindowedModeInstead?","NeHeGL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES){fullscreen=FALSE;// Windowed Mode Selected. Fullscreen = FALSE}else{// Pop Up A Message Box Letting User Know The Program Is Closing.MessageBox(NULL,"ProgramWillNowClose.","ERROR",MB_OK|MB_ICONSTOP);returnFALSE;// Return FALSE}}}if(fullscreen)// Are We Still In Fullscreen Mode?{dwExStyle=WS_EX_APPWINDOW;// Window Extended StyledwStyle=WS_POPUP;// Windows StyleShowCursor(FALSE);// Hide Mouse Pointer}else{dwExStyle=WS_EX_APPWINDOW|WS_EX_WINDOWEDGE;// Window Extended StyledwStyle=WS_OVERLAPPEDWINDOW;// Windows Style}AdjustWindowRectEx(&WindowRect,dwStyle,FALSE,dwExStyle);// Adjust Window To True Requested Size// Create The Windowif(!(hWnd=CreateWindowEx(dwExStyle,// Extended Style For The Window"OpenGL",// Class Nametitle,// Window TitledwStyle|// Defined Window StyleWS_CLIPSIBLINGS|// Required Window StyleWS_CLIPCHILDREN,// Required Window Style0,0,// Window PositionWindowRect.right-WindowRect.left,// Calculate Window WidthWindowRect.bottom-WindowRect.top,// Calculate Window HeightNULL,// No Parent WindowNULL,// No MenuhInstance,// InstanceNULL)))// Dont Pass Anything To WM_CREATE{EndGLWindow();// Reset The DisplayMessageBox(NULL,"WindowCreationError.","ERROR",MB_OK|MB_ICONEXCLAMATION);returnFALSE;// Return FALSE}staticPIXELFORMATDESCRIPTORpfd=// pfd Tells Windows How We Want Things To Be{sizeof(PIXELFORMATDESCRIPTOR),// Size Of This Pixel Format Descriptor1,// Version NumberPFD_DRAW_TO_WINDOW|// Format Must Support WindowPFD_SUPPORT_OPENGL|// Format Must Support OpenGLPFD_DOUBLEBUFFER,// Must Support Double BufferingPFD_TYPE_RGBA,// Request An RGBA Formatbits,// Select Our Color Depth0,0,0,0,0,0,// Color Bits Ignored0,// No Alpha Buffer0,// Shift Bit Ignored0,// No Accumulation Buffer0,0,0,0,// Accumulation Bits Ignored16,// 16Bit Z-Buffer (Depth Buffer) 0,// No Stencil Buffer0,// No Auxiliary BufferPFD_MAIN_PLANE,// Main Drawing Layer0,// Reserved0,0,0// Layer Masks Ignored};if(!(hDC=GetDC(hWnd)))// Did We Get A Device Context?{EndGLWindow();// Reset The DisplayMessageBox(NULL,"Can'tCreateAGLDeviceContext.","ERROR",MB_OK|MB_ICONEXCLAMATION);returnFALSE;// Return FALSE}if(!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))// Did Windows Find A Matching Pixel Format?{EndGLWindow();// Reset The DisplayMessageBox(NULL,"Can'tFindASuitablePixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);returnFALSE;// Return FALSE}if(!SetPixelFormat(hDC,PixelFormat,&pfd))// Are We Able To Set The Pixel Format?{EndGLWindow();// Reset The DisplayMessageBox(NULL,"Can'tSetThePixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);returnFALSE;// Return FALSE}if(!(hRC=wglCreateContext(hDC)))// Are We Able To Get A Rendering Context?{EndGLWindow();// Reset The DisplayMessageBox(NULL,"Can'tCreateAGLRenderingContext.","ERROR",MB_OK|MB_ICONEXCLAMATION);returnFALSE;// Return FALSE}if(!wglMakeCurrent(hDC,hRC))// Try To Activate The Rendering Context{EndGLWindow();// Reset The DisplayMessageBox(NULL,"Can'tActivateTheGLRenderingContext.","ERROR",MB_OK|MB_ICONEXCLAMATION);returnFALSE;// Return FALSE}ShowWindow(hWnd,SW_SHOW);// Show The WindowSetForegroundWindow(hWnd);// Slightly Higher PrioritySetFocus(hWnd);// Sets Keyboard Focus To The WindowReSizeGLScene(width,height);// Set Up Our Perspective GL Screenif(!InitGL())// Initialize Our Newly Created GL Window{EndGLWindow();// Reset The DisplayMessageBox(NULL,"InitializationFailed.","ERROR",MB_OK|MB_ICONEXCLAMATION);returnFALSE;// Return FALSE}returnTRUE;// Success
}
LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch (uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) // Check Minimization State
{
active=TRUE; // Program Is Active
}
else
{
active=FALSE; // Program Is No Longer Active
}
int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop
//AskTheUserWhichScreenModeTheyPreferif(MessageBox(NULL,"WouldYouLikeToRunInFullscreenMode?","StartFullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO){fullscreen=FALSE;//WindowedMode}//CreateOurOpenGLWindowif(!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen)){ return 0; // Quit If Window Was Not Created}while(!done) // Loop That Runs While done=FALSE{ if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { if (msg.message==WM_QUIT) // Have We Received A Quit Message? { done=TRUE; // If So done=TRUE } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { // Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene() if (active) // Program Active? { if (keys[VK_ESCAPE]) // Was ESC Pressed? { done=TRUE; // ESC Signalled A Quit } else // Not Time To Quit, Update Screen { DrawGLScene(); // Draw The Scene SwapBuffers(hDC); // Swap Buffers (Double Buffering) } } if (keys[VK_F1]) // Is F1 Being Pressed? { keys[VK_F1]=FALSE; // If So Make Key FALSE EndGLWindow(); // End Our Current Window fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode // Recreate Our OpenGL Window if (!CreateGLWindow("NeHe'sOpenGLFramework",640,480,16,fullscreen)){return0;//QuitIfWindowWasNotCreated}}}}//ShutdownEndGLWindow();//EndTheWindowreturn(msg.wParam);//ExitTheProgram
}
compile log:
Compiler: Default compiler
Building Makefile: "C:\Dev-Cpp\Gl\partrail\Makefile.win"
Executing make...
make.exe -f "C:\Dev-Cpp\Gl\partrail\Makefile.win" all
g++.exe -c main.cpp -o main.o -I"C:/Dev-Cpp/lib/gcc/mingw32/3.4.2/include" -I"C:/Dev-Cpp/include/c++/3.4.2/backward" -I"C:/Dev-Cpp/include/c++/3.4.2/mingw32" -I"C:/Dev-Cpp/include/c++/3.4.2" -I"C:/Dev-Cpp/include" main.cpp: In function int InitGL()':
main.cpp:141: error: invalid typesparticles[50][float]' for array subscript
main.cpp:142: error: invalid types particles[50][float]' for array subscript
main.cpp:143: error: invalid typesparticles[50][float]' for array subscript
main.cpp:144: error: invalid types particles[50][float]' for array subscript
main.cpp:145: error: invalid typesparticles[50][float]' for array subscriptmake.exe: *** [main.o] Error 1Execution terminated
I really don't know what the errors mean. And it says that my bool is a float. Could someone tell me what's going on?
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Ah, I see. You're an idiot. That's my mistake. You know, you're going to have a hard time coding being an idiot and all. You might want to be an interior decorator instead...
Soma
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
@Soma - Your right, I am an idiot as far as programming. Programming is a hobby for me, not my life or my job, all I have learned is from tutorials, and as far as I know, I might end up being an interior decorator.
@C - thank you for actually helping a new programmer understand something, and for me improve my coding habits.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Anonymous
-
2007-09-09
The error messages tell you exactly what the the problem is, and where it is (lines 141 - 145) - read them!.
You cannot use a float type for an array subscript, and it is ill advised (and pointless) to use it as a loop counter in any case. Your for loop even compares a float with an int - why does that not ring alarm bells with you. Actually if you use the -Wall and -Werror compiler options I think it will ring alarm bells with the compiler - and far from being an annoyance, fixing these will actually improve your code quality, C++ knowledge, and coding 'habits' - i.e. you will become a better programmer.
Clifford
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
OS: WinXP
4.9.9.2
code:
include <windows.h> // Header File For Windows
include <stdio.h>
include <gl\gl.h> // Header File For The OpenGL32 Library
include <gl\glu.h> // Header File For The GLu32 Library
include <gl\glaux.h> // Header File For The Glaux Library
include <stdlib.h>
HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application
bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
GLuint filter;
GLuint texture[3];
const int MAX_PARTICLES = 50;
typedef struct
{
float r;
float g;
float b;
float x;
float y;
float z;
float age;
bool active;
}particles;
particles partrail[MAX_PARTICLES];
GLfloat gravity;
GLfloat speed;
GLfloat direction;
GLUquadricObj *quadratic;
GLfloat inout = 1.0f;
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
AUX_RGBImageRec LoadBMP(char Filename) // Loads A Bitmap Image
{
FILE *File=NULL; // File Handle
}
int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
int Status=FALSE; // Status Indicator
}
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}
}
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
glEnable(GL_TEXTURE_2D);
}
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix
glEnable(GL_TEXTURE_2D);
//for( int partnum = 0; partnum<maxparticles; partnum++ )
// {
// glTranslatef(0.0f,partnum,-5.0f);
// glBegin(GL_TRIANGLE_STRIP);
// glColor3f(inout,(inout/2),0.0f);
// glTexCoord2d(1,1); glVertex3f(partrail[partnum].x+0.5f,partrail[partnum].y+0.5f,partrail[partnum].z+0); // Top Right
// glTexCoord2d(0,1); glVertex3f(-0.5f,0.5f,0.0f); // Top Left
// glTexCoord2d(1,0); glVertex3f(0.5f,-0.5f,0.0f); // Bottom Right
// glTexCoord2d(0,0); glVertex3f(-0.5f,-0.5f,0.0f); // Bottom Left
// glEnd();
// }
glLoadIdentity();
glTranslatef(0.0f,0.0f,-5.0f);
glRotatef(inout,1.0f,0.0f,0.0f);
gluSphere(quadratic,1.3,32,32);
if(keys[VK_UP])inout+=1.1;
if(keys[VK_DOWN])inout*=.9;
return TRUE; // Everything Went OK
}
GLvoid EndGLWindow(GLvoid) // Properly End The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}
}
/ This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) /
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
}
LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch (uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) // Check Minimization State
{
active=TRUE; // Program Is Active
}
else
{
active=FALSE; // Program Is No Longer Active
}
}
int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop
}
compile log:
Compiler: Default compiler
Building Makefile: "C:\Dev-Cpp\Gl\partrail\Makefile.win"
Executing make...
make.exe -f "C:\Dev-Cpp\Gl\partrail\Makefile.win" all
g++.exe -c main.cpp -o main.o -I"C:/Dev-Cpp/lib/gcc/mingw32/3.4.2/include" -I"C:/Dev-Cpp/include/c++/3.4.2/backward" -I"C:/Dev-Cpp/include/c++/3.4.2/mingw32" -I"C:/Dev-Cpp/include/c++/3.4.2" -I"C:/Dev-Cpp/include" main.cpp: In function
int InitGL()': main.cpp:141: error: invalid types
particles[50][float]' for array subscriptmain.cpp:142: error: invalid types
particles[50][float]' for array subscript main.cpp:143: error: invalid types
particles[50][float]' for array subscriptmain.cpp:144: error: invalid types
particles[50][float]' for array subscript main.cpp:145: error: invalid types
particles[50][float]' for array subscriptmake.exe: *** [main.o] Error 1Execution terminatedI really don't know what the errors mean. And it says that my bool is a float. Could someone tell me what's going on?
O_o
Ah, I see. You're an idiot. That's my mistake. You know, you're going to have a hard time coding being an idiot and all. You might want to be an interior decorator instead...
Soma
@Soma - Your right, I am an idiot as far as programming. Programming is a hobby for me, not my life or my job, all I have learned is from tutorials, and as far as I know, I might end up being an interior decorator.
@C - thank you for actually helping a new programmer understand something, and for me improve my coding habits.
for(float loop; loop<MAX_PARTICLES; loop++)
{
partrail[loop].r=1.0f;
partrail[loop].g=1.0f;
partrail[loop].b=0.0f;
partrail[loop].age=0.0f;
partrail[loop].active=true;
}
Well, this looks suspect. Fix that and let us know what's what.
Soma
What do you mean by fix that?
The error messages tell you exactly what the the problem is, and where it is (lines 141 - 145) - read them!.
You cannot use a float type for an array subscript, and it is ill advised (and pointless) to use it as a loop counter in any case. Your for loop even compares a float with an int - why does that not ring alarm bells with you. Actually if you use the -Wall and -Werror compiler options I think it will ring alarm bells with the compiler - and far from being an annoyance, fixing these will actually improve your code quality, C++ knowledge, and coding 'habits' - i.e. you will become a better programmer.
Clifford