You can subscribe to this list here.
2001 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
(4) |
Oct
(27) |
Nov
(3) |
Dec
(5) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2002 |
Jan
(71) |
Feb
(27) |
Mar
(17) |
Apr
(18) |
May
(2) |
Jun
(11) |
Jul
(2) |
Aug
|
Sep
|
Oct
(11) |
Nov
(12) |
Dec
|
2003 |
Jan
|
Feb
(5) |
Mar
(5) |
Apr
(2) |
May
(3) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
(8) |
Dec
|
2004 |
Jan
(2) |
Feb
(1) |
Mar
|
Apr
|
May
(1) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
(1) |
Dec
|
From: Ben S. <bs...@vr...> - 2002-02-01 16:14:30
|
the CVS repository is frozen until further notice (hopefully no later than early next week) while the repository is getting restructured. PLEASE DO NOT COMMIT ANY CHANGES TO THE REPOSITORY. YOUR CHANGES WILL BE LOST. You will receive an email when the repository is once again available. cheers, ----- Ben Scott President ISU Game Developers Club Treasurer ISU Ballroom Dance Company bs...@ia... |
From: Chad A. <ae...@ae...> - 2002-01-27 18:51:57
|
If you dig C++... http://isugamedev.sourceforge.net/cgi-bin/wiki.pl?TypeList > dude, what's a typelist? |
From: Kevin M. <ke...@vr...> - 2002-01-25 23:15:43
|
> so, i've been very excited by the amount and way we as members have been > helping each other learn to make the games we want to play. yep... very much. keep up the talk and development. it's really cool! > > cheers, > ----- > Ben Scott > President ISU Game Developers Club > Treasurer ISU Ballroom Dance Company > bs...@ia... > > > > On Fri, 25 Jan 2002, Chad Austin wrote: > > > > flooding isn't a problem. just hit delete if you don't want to read. > > > > I don't want to seem to be arguing little things all of the time, but flooding > > *is* a problem. Maybe not yet on this list, but there are lot of discussions on > > the cygwin mailing list (and any popular mailing list in general) that should be > > discussed on IRC: the relevant issue has already been resolved, and now it's > > just a bunch of people asking for the same thing over and over again. > > > > "just hit delete if you don't want to read" is the same line used by spammers. > > It's still costs us, because we have to evaluate whether we want to read it or > > not, and when ISU's network is being really flaky (LIKE NOW) or when you're on a > > slow link, checking large volumes of e-mail is a problem. > > > > _______________________________________________ > > ISUGameDev-devel mailing list > > ISU...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > > > > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Kevin M. <ke...@vr...> - 2002-01-25 23:12:55
|
I really didn't say it, but I was thinking that his post was not a flood. Posts asking for help are not floods. Technical back and forth discussions are floods and should be taken offline. Then as curtosy the resolution should be posted for all to see and learn from... basically keep it to a minimum, but also try to help out your fellow club member. help is partly why this club is here. kevin On Fri, 25 Jan 2002, Chad Austin wrote: > > flooding isn't a problem. just hit delete if you don't want to read. > > I don't want to seem to be arguing little things all of the time, but flooding > *is* a problem. Maybe not yet on this list, but there are lot of discussions on > the cygwin mailing list (and any popular mailing list in general) that should be > discussed on IRC: the relevant issue has already been resolved, and now it's > just a bunch of people asking for the same thing over and over again. > > "just hit delete if you don't want to read" is the same line used by spammers. > It's still costs us, because we have to evaluate whether we want to read it or > not, and when ISU's network is being really flaky (LIKE NOW) or when you're on a > slow link, checking large volumes of e-mail is a problem. > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Ben S. <bs...@vr...> - 2002-01-25 23:09:32
|
time for my take: ^_^ we're trying to provide lots of different ways for club members to communicate with each other so that we can all help each other learn to make games. i feel that the more ways we can communicate with each other the better. so if you want to use IRC, great! just keep a log of the discussion and post it on the web site so other members can learn from the discussion. if you like having the information come to you via email, then talk over the email mailing lists. i'm working on evaluating a postnuke forums plugin for our web site and we should have forums by the end of the weekend. if that's the way you like your pie, use that. if you prefer the wiki, then use the wiki (although it's not as good as the others in terms of answering questions expediently). bascially what i'm trying to say is use whatever method works best for you. remember that you can also setup your subscription to the mailing lists as a digest, so you only get one email once in a while with all the messages since the last digest. if you're unhappy about the amount of traffic on the list, but still want to be on the list, this could help end your woes. personally, i am an email sort of guy. i'm lazy and don't want to have to go check for new information. i must say though that over the last week or so, i've been very excited by the amount and way we as members have been helping each other learn to make the games we want to play. cheers, ----- Ben Scott President ISU Game Developers Club Treasurer ISU Ballroom Dance Company bs...@ia... On Fri, 25 Jan 2002, Chad Austin wrote: > > flooding isn't a problem. just hit delete if you don't want to read. > > I don't want to seem to be arguing little things all of the time, but flooding > *is* a problem. Maybe not yet on this list, but there are lot of discussions on > the cygwin mailing list (and any popular mailing list in general) that should be > discussed on IRC: the relevant issue has already been resolved, and now it's > just a bunch of people asking for the same thing over and over again. > > "just hit delete if you don't want to read" is the same line used by spammers. > It's still costs us, because we have to evaluate whether we want to read it or > not, and when ISU's network is being really flaky (LIKE NOW) or when you're on a > slow link, checking large volumes of e-mail is a problem. > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Chad A. <ae...@ae...> - 2002-01-25 22:55:23
|
> flooding isn't a problem. just hit delete if you don't want to read. I don't want to seem to be arguing little things all of the time, but flooding *is* a problem. Maybe not yet on this list, but there are lot of discussions on the cygwin mailing list (and any popular mailing list in general) that should be discussed on IRC: the relevant issue has already been resolved, and now it's just a bunch of people asking for the same thing over and over again. "just hit delete if you don't want to read" is the same line used by spammers. It's still costs us, because we have to evaluate whether we want to read it or not, and when ISU's network is being really flaky (LIKE NOW) or when you're on a slow link, checking large volumes of e-mail is a problem. |
From: Ben S. <bs...@vr...> - 2002-01-25 22:20:18
|
you'll also want to call glutIgnoreKeyRepeat( 1 ) before entering the glutMainLoop(). This will tell glut not to repeatedly call your KeyboardFunc and just do the edge triggering that kevin described. for a bigger example of using glut's keyboard and mouse input, check out the simple glut app posted by kevin. be warned that it sets up opengl for 3D drawing and not 2D as we showed at the last meeting. http://cvs.sf.net/cgi-bin/viewcvs.cgi/*checkout*/isugamedev/examples/simple.glut/ cheers, ----- Ben Scott President ISU Game Developers Club Treasurer ISU Ballroom Dance Company bs...@ia... On Fri, 25 Jan 2002, Kevin Meinert wrote: > > how is it "piss poor"? I guess I don't know what sticky key means. As I > remember you can configure GLUT to have an event triggered for KEY_DOWN, > and one for KEY_UP. -or- you can configure it for the normal crappy > windows (might be default) way where you hold donw the key, and it repeats > (dending lots of events)... > > > anyway, check out the glutKeyboardFunc and glutKeyboardUpFunc. one is for > down events, and one is for up events. in GLUT 3.7 it handles the edge > triggering as I mentioned before. It really isn't bad. > > The callback being called for each individual key is reasonable since I'm > not even sure the hardware can detect multiple hits at once (it's serial > right?)... > > I would use the two keyboard funcs as collectors. then in your draw loop > act on what buttons are pressed (by polling the data collected every > frame)... > > this has worked very well for me in the past, much better than piss-poor > IMHO... > > > Kevin > > > On Fri, 25 Jan 2002, Andres Reinot wrote: > > > I have noticed, that the keyboard input in GLUT is piss-poor. It only catches one key at a time, and has that sticky-key thing that windows and text editors like to do. Is there a way to fix this, or is there a better input handler we could be using? > > > > p.s. I'll try not to flood so much I guess, a message board would solve this nicely. Until you get the sf.net one going, everyone's welcome to use mine: http://www.reinot.com/ should have a link to it on the main page (the link itself is a CGI mess) > > > > |
From: Johnathan G. <da...@us...> - 2002-01-25 21:54:43
|
I haven't used GLUT for input before, so I can't say if this way is better, but you can use SDL http://www.libsdl.org as an alternative to GLUT. SDL will handle input, setting up the window, etc. and is also cross platform (like GLUT). You might want to check it out if you're looking for an alternative method of implementation. Johnathan |
From: Kevin M. <ke...@vr...> - 2002-01-25 21:26:55
|
good suggestion jon. Although I think a game could be shipped with the glut dll's, and the performance would be just fine in most cases. mosdt of it is just using the right functions (like using the GameGLUT functions introduced in 3.7)... Like you said, I'd definately start my game in glut. Then if performance ever bothers you (it's never bothered me, I've gotten 70-300 fps before (with vsync off of course)) you can write your own Window and Input classes for every platform (yay, no fun)... glut rules since it runs everywhere. and because it defines a nice API to use (i.e. no Win32 yuk API or programming styles to get in your way)... On Fri, 25 Jan 2002, Jon wrote: > At 02:40 PM 1/25/2002 -0800, Andres Reinot wrote: > >I have noticed, that the keyboard input in GLUT is piss-poor. It only > >catches one key at a time, and has that sticky-key thing that windows and > >text editors like to do. Is there a way to fix this, or is there a better > >input handler we could be using? > > GLUT is great if you have an idea and want to code it up quickly and > easily, but really shouldn't be used beyond the "demo" form of a game. > One good reason being most non-programmers don't have the glut dlls on > their systems (when you're ready for distribution)... another being you'll > want to have more control and flexability in setting up the window > properties, render, etc. > There's plenty of source out there to show you how to use Windows message > callback function to handle keyboard (among other things) feedback. > > > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Jon <jk...@mu...> - 2002-01-25 21:20:51
|
At 02:40 PM 1/25/2002 -0800, Andres Reinot wrote: >I have noticed, that the keyboard input in GLUT is piss-poor. It only >catches one key at a time, and has that sticky-key thing that windows and >text editors like to do. Is there a way to fix this, or is there a better >input handler we could be using? GLUT is great if you have an idea and want to code it up quickly and easily, but really shouldn't be used beyond the "demo" form of a game. One good reason being most non-programmers don't have the glut dlls on their systems (when you're ready for distribution)... another being you'll want to have more control and flexability in setting up the window properties, render, etc. There's plenty of source out there to show you how to use Windows message callback function to handle keyboard (among other things) feedback. |
From: Kevin M. <ke...@vr...> - 2002-01-25 21:10:11
|
we actually have forums on sf.net... thanks andres from offering. I think we need to decide first where to put the forum ultimately so that we don't loose data. at least now we're capturing all discussions in the email archive, so lets continue with that for now. Anyone want to research a php forum plugin for postnuke? let me know if you find anything. We should keep it on the isugamedev.sf.net site, or at least some site that is very permanent, with good servers, that we have logins to, etc... -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Kevin M. <ke...@vr...> - 2002-01-25 21:01:15
|
how is it "piss poor"? I guess I don't know what sticky key means. As I remember you can configure GLUT to have an event triggered for KEY_DOWN, and one for KEY_UP. -or- you can configure it for the normal crappy windows (might be default) way where you hold donw the key, and it repeats (dending lots of events)... anyway, check out the glutKeyboardFunc and glutKeyboardUpFunc. one is for down events, and one is for up events. in GLUT 3.7 it handles the edge triggering as I mentioned before. It really isn't bad. The callback being called for each individual key is reasonable since I'm not even sure the hardware can detect multiple hits at once (it's serial right?)... I would use the two keyboard funcs as collectors. then in your draw loop act on what buttons are pressed (by polling the data collected every frame)... this has worked very well for me in the past, much better than piss-poor IMHO... Kevin On Fri, 25 Jan 2002, Andres Reinot wrote: > I have noticed, that the keyboard input in GLUT is piss-poor. It only catches one key at a time, and has that sticky-key thing that windows and text editors like to do. Is there a way to fix this, or is there a better input handler we could be using? > > p.s. I'll try not to flood so much I guess, a message board would solve this nicely. Until you get the sf.net one going, everyone's welcome to use mine: http://www.reinot.com/ should have a link to it on the main page (the link itself is a CGI mess) > -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Kevin M. <ke...@vr...> - 2002-01-25 20:56:32
|
flooding isn't a problem. just hit delete if you don't want to read. forums would be cool though, I think it would add a much needed "in your face" history of each topic. On Fri, 25 Jan 2002, Andres Reinot wrote: > I have noticed, that the keyboard input in GLUT is piss-poor. It only catches one key at a time, and has that sticky-key thing that windows and text editors like to do. Is there a way to fix this, or is there a better input handler we could be using? > > p.s. I'll try not to flood so much I guess, a message board would solve this nicely. Until you get the sf.net one going, everyone's welcome to use mine: http://www.reinot.com/ should have a link to it on the main page (the link itself is a CGI mess) > -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Kevin M. <ke...@vr...> - 2002-01-25 20:53:55
|
On Fri, 25 Jan 2002, Chad Austin wrote: > > and would it not be easier to discuss code and such with an irc room or > > something, or a forum perhaps? maybe its just me =] > > I'm usually on IRC (irc.esper.net, channel #sphere). IRC does have its > advantages, Kevin. ;) when you are on it, yes. I never said it didn't have a use when you actually spend your entire day hanging out there. But for a general tool, when most or even some of the people don't use it, then it is IMHO worthless. This also goes for email (when people don't use it), but fortunately email is quite standard and is in wide use by almost everyone. Which is why I'd use email, and not exclude any of the club members from the benefit of being able to listen to the discussions... > > Personally, I like discussing the smaller details on IRC, and larger issues on > the mailing list. For example, introducing somebody to CVS or figuring out how > to set up GLUT is much easier on IRC, because each person gets immediate > feedback. email has more effective, and can be as immediate as irc if you are on it, monitoring it like a fiend (the sma eyou'd have to do on IRC to be immediate). The bottom line, is you need someone monitoring any form of communication in order to provide immediate feedback, whether it is on IRC, Email, or AIM... Email at least is saved in an archive which benefits future club members... so I prefer that one the most, especially for the club, where we all want to be able to learn from each other. > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Andres R. <and...@ho...> - 2002-01-25 20:38:45
|
I have noticed, that the keyboard input in GLUT is piss-poor. It only = catches one key at a time, and has that sticky-key thing that windows = and text editors like to do. Is there a way to fix this, or is there a = better input handler we could be using? p.s. I'll try not to flood so much I guess, a message board would solve = this nicely. Until you get the sf.net one going, everyone's welcome to = use mine: http://www.reinot.com/ should have a link to it on the main = page (the link itself is a CGI mess) |
From: Chad A. <ae...@ae...> - 2002-01-25 20:03:25
|
http://aegisknight.org/wintarball or, in Cygwin: tar xfvj blah.tar.bz2 > One quick question how do decompress a tar.bz2 file? |
From: Chad A. <ae...@ae...> - 2002-01-25 19:57:45
|
> and would it not be easier to discuss code and such with an irc room or > something, or a forum perhaps? maybe its just me =] I'm usually on IRC (irc.esper.net, channel #sphere). IRC does have its advantages, Kevin. ;) Personally, I like discussing the smaller details on IRC, and larger issues on the mailing list. For example, introducing somebody to CVS or figuring out how to set up GLUT is much easier on IRC, because each person gets immediate feedback. |
From: Chad A. <ae...@ae...> - 2002-01-25 19:53:25
|
FYI, The @16 means there are 16 bytes of arguments (four, at four bytes each). It's the way __stdcall mangles things by default. > but winmain16 seems funny, like you made a 16 bit project or something... > > > _WinMain@16 |
From: Justin H. <ja...@vr...> - 2002-01-25 05:10:31
|
First you download GLUT and place the .dll and .lib and .h files in the place the Readme-win32.txt says. If you get the full source code and build glut from scratch, it automatically puts the files in the right places. But you also have to link properly. To do this, open up the source program. In the VC++ dropdown menu, go to Project->Settings. Click on the "Link" tab. Add the following to the "Object/Library modules" textbox: OpenGL32.lib GLu32.lib GLaux.lib glut32.lib Then you should be able to build, compile, exec the program. Good Luck justin ----------------------------------------- Justin Hare <ja...@vr...> Virtual Reality Applications Center Iowa State University, Howe Hall http://www.vrac.iastate.edu ----------------------------------------- |
From: Kevin M. <ke...@vr...> - 2002-01-25 04:30:11
|
actually discussion on email is much easier than irc since you don't have to hang out in irc 24hrs a day to catch all the important info... :) a forum. yes, that would be very cool, and we're looking into it @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Thu, 24 Jan 2002, kyle mechler wrote: > BEN, BOOK, PLEASE! > > *begs* > > and would it not be easier to discuss code and such with an irc room or something, or a forum perhaps? maybe its just me =] > > i mean, i read all the emails and it really doesn't bother me, but... whatever =] > > -kyle (yeah that new guy who shows up late) > |
From: Ben S. <bs...@vr...> - 2002-01-25 04:28:12
|
oops, that code is missing the #endifs. it should really be: #ifdef _WIN32 #ifndef _CONSOLE int WINAPI WinMain( HINSTANCE instance, HINSTANCE prevInstance, LPSTR commandLine int showCommand ) { return main( __argc, __argv ); } #endif // ! _CONSOLE #endif // _WIN32 ----- Ben Scott President ISU Game Developers Club Treasurer ISU Ballroom Dance Company bs...@ia... On Thu, 24 Jan 2002, Ben Scott wrote: > on the other hand, you could just add this code to your current project: > > #ifdef _WIN32 > #ifndef _CONSOLE > > int WINAPI WinMain( > HINSTANCE instance, > HINSTANCE prevInstance, > LPSTR commandLine > int showCommand ) > { > return main( __argc, __argv ); > } > > ----- > Ben Scott > President ISU Game Developers Club > Treasurer ISU Ballroom Dance Company > bs...@ia... > > On Thu, 24 Jan 2002, Ben Scott wrote: > > > ahh, you probably created a new win32 project in VC++. Projects created in > > that manner actually start in the function WinMain( ... ) instead of > > main( ... ). > > > > the easiest way to fix this is to create a new "win32 console" project > > that will use main( ... ). > > > > cheers, > > ----- > > Ben Scott > > President ISU Game Developers Club > > Treasurer ISU Ballroom Dance Company > > bs...@ia... > > > > On Thu, 24 Jan 2002, Andres Reinot wrote: > > > > > alright, I'm now getting this error: > > > > > > LIBC.lib(wincrt0.obj) : error LNK2001: unresolved external symbol > > > _WinMain@16 > > > does this have anything to do with the GLUT libraries? > > > > > > And where's the source for the square example we did today? > > > > > > > > > > > > _______________________________________________ > > > ISUGameDev-devel mailing list > > > ISU...@li... > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > > > > > > > > > _______________________________________________ > > ISUGameDev-devel mailing list > > ISU...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > > > > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Ben S. <bs...@vr...> - 2002-01-25 04:19:02
|
the problem with irc is that it's hard to get a history. all of the emails on the list are archived on geocrawler.com so we can search through them later. we're also supposedly working on adding a forum ... i'm bringing the book by tonight ... ^_^ ----- Ben Scott President ISU Game Developers Club Treasurer ISU Ballroom Dance Company bs...@ia... On Thu, 24 Jan 2002, kyle mechler wrote: > BEN, BOOK, PLEASE! > > *begs* > > and would it not be easier to discuss code and such with an irc room or something, or a forum perhaps? maybe its just me =] > > i mean, i read all the emails and it really doesn't bother me, but... whatever =] > > -kyle (yeah that new guy who shows up late) > |
From: kyle m. <spi...@su...> - 2002-01-25 04:16:32
|
BEN, BOOK, PLEASE! *begs* and would it not be easier to discuss code and such with an irc room or = something, or a forum perhaps? maybe its just me =3D] i mean, i read all the emails and it really doesn't bother me, but... = whatever =3D] -kyle (yeah that new guy who shows up late) |
From: Kevin M. <ke...@vr...> - 2002-01-25 04:06:43
|
you need glutMainLoop @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Thu, 24 Jan 2002, Andres Reinot wrote: > > Now that I've done it as a console app, it compiles, but doesn't do anything but create the default console window with the "press any key" message, and that's it... > > int main(int argc, char** argv) > { > // GLUT Window Initialization: > glutInit (&argc, argv); > glutInitWindowSize (800,600); > glutInitDisplayMode ( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); > glutCreateWindow ("Andres G L U T"); > > InitGraphics(); > glutDisplayFunc (display); > ... > |
From: Ben S. <bs...@vr...> - 2002-01-25 04:03:26
|
do you call glutMainLoop() at the end of main(..) to get glut running?? ----- Ben Scott President ISU Game Developers Club Treasurer ISU Ballroom Dance Company bs...@ia... On Thu, 24 Jan 2002, Andres Reinot wrote: > > Now that I've done it as a console app, it compiles, but doesn't do anything but create the default console window with the "press any key" message, and that's it... > > int main(int argc, char** argv) > { > // GLUT Window Initialization: > glutInit (&argc, argv); > glutInitWindowSize (800,600); > glutInitDisplayMode ( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); > glutCreateWindow ("Andres G L U T"); > > InitGraphics(); > glutDisplayFunc (display); > ... > |