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License: MIT License
The complete archive of all NeHe OpenGL Lessons available at http://nehe.gamedev.net.
License: MIT License
I can't complete ANY of your tutorials. I've downloaded and added your OpenGL typelib to my VB6 project, and I've gotten down to the point where a function called ReSizeGLScene is called. Unfortunately that is not a Windows API function, nor an opengl function defined in your typelibrary. It's not even a plain VB6 function that might call other API functions that together perform the task of resizing the opengl scene. The function ReSizeGLScene is actually NEVER defined ANYWHERE in ANY of your tutorial's files. This is a show-stopping bug right here. I literally have no idea what to do next. I can't complete any of your tutorials without this function's definition or declaration. Please post this function's definition or declaration.
after a long search, found the definition files that make the masm examples work
here's gl.def
https://pastebin.com/raw/tq3TJVpf
and here's glu.def
https://pastebin.com/raw/KwM8EjcT
they are attached here too as well as the now complete masm_inc.zip file, with these now is possible to compile the examples, just create a folder in the masm32's "include" folder named "ogl" and decompress this masm_inc.zip in X:\masm32\include\ogl whereas X: is the partition letter where you installed masm32 to
please update the masm_inc.zip in here: https://github.com/gamedev-net/nehe-opengl/tree/master/masm/lesson01 with the one attached
though the only thing necessary there to run these examples are the gl.def and glu.def definitions, you can use the includes that comes with masm32 (user32.lib, glu32.lib, kernel32.lib) instead of the ones that came in that zip perfectly, WinExtra.inc comes with one macro used in the examples (ZeroMemory iirc) but the examples run anyway if you don't use it lol (also iirc it enables you to use "&" instead of writting "and" but that can be fixed manually)
cheers! :D
for a bit of background:
the source code says you can download the required includes to compile the examples from this page: http://bizarrecreations.webjump.com but it got offline very long since and couldn't find any saved snapshot in the archive.org either, so i searched and found the files here: https://in4k.github.io/wiki/sample-sources
look for the Trees by Northern Dragons source link there
and click either link, here a mirror (that it's there) too:
ftp://ftp.untergrund.net/users/in4kadmin/sources/hugi28a.zip
(paste this link in the browser address and press enter)
gl.def and glu.def can be found in the \h28bonus.zip\nd_trees.zip\trees folder there
got hinted to it by the article "Open GL with Assembly in 4kb - Notes from the Field" here:
http://hugi.scene.org/online/hugi26/hugi%2026%20-%20coding%20corner%20graphics%20polaris%20opengl%20with%20assembly%20in%204kb%20-%20notes%20from%20the%20field.htm
Attached files:
gl.def.txt
(please rename it to gl.def, github don't let me upload files with .def extension lol)
glu.def.txt
(please rename it to glu.def)
masm_inc.zip
A lot of the code shown here is really great, but some things, like display lists have been deprecated in OpenGL 3.1 (WGL fonts etc)
That means a lot of this code appears to work in some OpenGL programs, as long as you haven't kicked your OpenGL state machine into GL 3.1+ mode
Once you kick your OpenGL state machine into GL 3.1+ mode, it seems a lot of the deprecated features just stop working and you get a blank screen
Deprecation warnings should be added to this code if possible so people know that parts of this code just won't work on later releases of OpenGL
The loadBMP()
function, used in several examples, is not working properly on 64bit Linux, it shows:
Error: number of Planes not 1!
It seems that the problem is due to the assumption that long int
is 32bit - while it is not on x86_64. In consequence the header of the BMP file is not read properly.
Anyway - changing long int
to int
(and %ld
to %d
) in the function seems to solve the problem.
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