I have compiled & installed Mesa3.1 on my WinNT4.0 box. I tested mesa with
the demos. they seem to run okay, I get colors and the works. But thats
were it stops. I have an application I was previouly using with OpenGL.
For those who use windows I am opening a context and setting it up like you
would for an opengl application. I set the pixel format and stuff. When I
run this application with Mesa all I get is black pixeling. I cant get it
to display colors? This was adjusted to me what I saw in glut for its pixel
formating, may or may not be right. I am NOT using glut but rather setting
up my own context and preparing it vi win32.
static PIXELFORMATDESCRIPTOR pfd =
{
sizeof(PIXELFORMATDESCRIPTOR), // size of this structure
1, // version number
PFD_DRAW_TO_WINDOW| // flags
PFD_SUPPORT_OPENGL|
PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA, // index pixel values
24, // 24-bit color
8,0,8,8,8,16, // color bits ignored
8,24, // no alpha buffer
0,0,0,0,0, // no accumulation buffer
16, // 32-bit depth buffer
0, // no stencil buffer
0, // no auxiliary buffers
PFD_MAIN_PLANE, // layer type
0, // reserved must be 0
0,0,0 // no layer masks
};
I can however change the blanking color and it will blank the color set by
glClearColor. That atleast give me hope that this will work and its
probably some obscure setting that I over looked. But the problem is that
any pixel drawn to the screen is shown as black.
glColor3s(255,0,0);
glBegin(GL_TRIANGLES);
glVertex3s(-250,-250,0);
glVertex3s(0,250,0);
glVertex3s(250,-250,0);
glEnd();
glFlush();
SwapBuffers(GetDC(((CWnd*) pParam)->m_hWnd));
All I get when I use these drawing function is black triangle on what ever
clear color I have designated with glClearColor.
I guess I should also mention that I have a Voodo3 card in my system but I
am not attempting to use any of the accelerated features just yet. I have
also tried to run my application on other pc with out voodo cards and I get
the same thing so I dont thing it has to do with the drivers.
I have a few questions about Mesa?
1. Does mesa support drawing into the front & back buffers at the same
time, as in OpenGL ?
used these feature to as a backing store for my display.
NOTE: PLEASE respond to me as I have tried to subscribe but I dont seem to
be getting any mailings from it so if all responses could be CC:
ms...@ca... I would greatly appreciate it and THANKS in advance
for any assistance you can give me.
Thanks
Marty
ms...@ca...
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