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???I thought I saw a BMP2TEX converter...
I hope that's what you asked for...code:
Code:Dim pfd As PIXELFORMATDESCRIPTOR Dim RetVal As Long pfd.nSize = Len(pfd) pfd.nVersion = 1 pfd.dwFlags = PFD_SUPPORT_OPENGL Or PFD_DRAW_TO_WINDOW Or PFD_DOUBLEBUFFER Or PFD_TYPE_RGBA pfd.iPixelType = PFD_TYPE_RGBA pfd.cColorBits = 16 pfd.cDepthBits = 16 pfd.iLayerType = PFD_MAIN_PLANE RetVal = ChoosePixelFormat(picFront.hDC, pfd) SetPixelFormat picFront.hDC, RetVal, pfd hGLRC2 = wglCreateContext(picFront.hDC) wglMakeCurrent picFront.hDC, hGLRC2 RetVal = ChoosePixelFormat(picSide.hDC, pfd) SetPixelFormat picSide.hDC, RetVal, pfd hGLRC3 = wglCreateContext(picSide.hDC) wglMakeCurrent picSide.hDC, hGLRC3 RetVal = ChoosePixelFormat(picTop.hDC, pfd) SetPixelFormat picTop.hDC, RetVal, pfd hGLRC4 = wglCreateContext(picTop.hDC) wglMakeCurrent picTop.hDC, hGLRC4 RetVal = ChoosePixelFormat(picOutput.hDC, pfd) SetPixelFormat picOutput.hDC, RetVal, pfd hGLRC = wglCreateContext(picOutput.hDC) wglMakeCurrent picOutput.hDC, hGLRC glEnable GL_DEPTH_TEST glFrontFace GL_CCW Dim SpecRef(3) As GLfloat SpecRef(0) = 0.5 SpecRef(1) = 0.5 SpecRef(2) = 0.5 SpecRef(3) = 0.5 glEnable GL_COLOR_MATERIAL glColorMaterial GL_FRONT, GL_AMBIENT_AND_DIFFUSE glMaterialfv GL_FRONT, GL_SPECULAR, SpecRef(0) glMateriali GL_FRONT, GL_SHININESS, 128 glEnable glcTexture2D glClearColor 0#, 0#, 0#, 0# glEnable glcDepthTest glShadeModel smSmooth glEnable GL_BLEND glBlendFunc GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA glClearColor 1, 1, 1, 0
That are my current settings, but since I've got some ideas by you now, I'm going to try a bit around...code:
Code:glMatrixMode mmProjection glLoadIdentity gluPerspective 90, picOutput.Width / picOutput.Height, 0.001, 1000 gluLookAt 0, 0, 1.5, 0, 0, 0, 0, 1, 0 glMatrixMode mmModelView