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Windows Discussion :

[STEREO] probleme avec l'affichage


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  1. #1
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    Par défaut [STEREO] probleme avec l'affichage
    Bonjour,
    j'essaye de faire de la stereo avec Win API mais malheureusement cela ne rend pas vraiment ce que je veut

    de plus quand je passe en plaine ecran il me plante le swap buffer
    pourriez vous m'aidez??

    Initialisation de la fenetre
    Code : Sélectionner tout - Visualiser dans une fenêtre à part
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    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 Flag
    
    	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
    	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
    	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
    	wc.cbClsExtra		= 0;									// No Extra Window Data
    	wc.cbWndExtra		= 0;									// No Extra Window Data
    	wc.hInstance		= hInstance;							// Set The Instance
    	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
    	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
    	wc.hbrBackground	= NULL;									// No Background Required For GL
    	wc.lpszMenuName		= NULL;									// We Don't Want A Menu
    	wc.lpszClassName	= "OpenGL";								// Set The Class Name
    
    	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
    	{
    		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;											// Return FALSE
    	}
    	
    	if (fullscreen)												// Attempt Fullscreen Mode?
    	{
    		DEVMODE dmScreenSettings;								// Device Mode
    		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
    		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
    		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
    		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
    		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
    		dmScreenSettings.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,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",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,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
    				return FALSE;									// Return FALSE
    			}
    		}
    	}
    
    	if (fullscreen)												// Are We Still In Fullscreen Mode?
    	{
    		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
    		dwStyle=WS_POPUP;										// Windows Style
    		ShowCursor(FALSE);										// Hide Mouse Pointer
    	}
    	else
    	{
    		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
    		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
    	}
    
    	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size
    
    	// Create The Window
    	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
    								"OpenGL",							// Class Name
    								title,								// Window Title
    								dwStyle |							// Defined Window Style
    								WS_CLIPSIBLINGS |					// Required Window Style
    								WS_CLIPCHILDREN,					// Required Window Style
    								0, 0,								// Window Position
    								WindowRect.right-WindowRect.left,	// Calculate Window Width
    								WindowRect.bottom-WindowRect.top,	// Calculate Window Height
    								NULL,								// No Parent Window
    								NULL,								// No Menu
    								hInstance,							// Instance
    								NULL)))								// Dont Pass Anything To WM_CREATE
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
    	{
    		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
    		1,											// Version Number
    		PFD_DRAW_TO_WINDOW |						// Format Must Support Window
    		PFD_SUPPORT_GDI |
    		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
    		PFD_DOUBLEBUFFER|							// Must Support Double Buffering
    		PFD_STEREO,
    		PFD_TYPE_RGBA,								// Request An RGBA Format
    		bits,										// Select Our Color Depth
    		0, 0, 0, 0, 0, 0,							// Color Bits Ignored
    		0,											// No Alpha Buffer
    		0,											// Shift Bit Ignored
    		0,											// No Accumulation Buffer
    		0, 0, 0, 0,									// Accumulation Bits Ignored
    		16,											// 16Bit Z-Buffer (Depth Buffer)  
    		0,											// No Stencil Buffer
    		0,											// No Auxiliary Buffer
    		PFD_MAIN_PLANE,								// Main Drawing Layer
    		0,											// Reserved
    		0, 0, 0										// Layer Masks Ignored
    	};
    	
    	if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	ShowWindow(hWnd,SW_SHOW);						// Show The Window
    	SetForegroundWindow(hWnd);						// Slightly Higher Priority
    	SetFocus(hWnd);									// Sets Keyboard Focus To The Window
    	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen
    
    	if (!InitGL())									// Initialize Our Newly Created GL Window
    	{
    		KillGLWindow();								// Reset The Display
    		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		return FALSE;								// Return FALSE
    	}
    
    	return TRUE;									// Success
    }
    l'affichage
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    int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
    {
    	int i;
    	double Eye;
    
     	for(i=0;i<2;i++)
    	{
    		glEnable(GL_LIGHT0);
     		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
     		if(i==0) /* left eye - RED */
     		{
     			Eye = 0.80;
     			
     			glDrawBuffer(GL_BACK_LEFT);
     			glClear(GL_COLOR_BUFFER_BIT);
     		}
     		else /* if(i==1) right eye - GREEN */
     		{
     			Eye = -0.80;
     			
     			glDrawBuffer(GL_BACK_RIGHT);
     			glClear(GL_COLOR_BUFFER_BIT);
    			
     
     		}
    		glLoadIdentity();									// Reset The Current Modelview Matrix
    		glTranslatef(-1.5f,0.0f,-6.0f);						// Move Left 1.5 Units And Into The Screen 6.0
    		glRotatef(rquad,0.0f,1.0f,0.0f);						// Rotate The Triangle On The Y axis ( NEW )
    		glBegin(GL_TRIANGLES);								// Start Drawing A Triangle
    		glColor3f(1.0f,0.0f,0.0f);						// Red
    		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Front)
    		glColor3f(0.0f,1.0f,0.0f);						// Green
    		glVertex3f(-1.0f,-1.0f, 1.0f);					// Left Of Triangle (Front)
    		glColor3f(0.0f,0.0f,1.0f);						// Blue
    		glVertex3f( 1.0f,-1.0f, 1.0f);					// Right Of Triangle (Front)
    		glColor3f(1.0f,0.0f,0.0f);						// Red
    		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Right)
    		glColor3f(0.0f,0.0f,1.0f);						// Blue
    		glVertex3f( 1.0f,-1.0f, 1.0f);					// Left Of Triangle (Right)
    		glColor3f(0.0f,1.0f,0.0f);						// Green
    		glVertex3f( 1.0f,-1.0f, -1.0f);					// Right Of Triangle (Right)
    		glColor3f(1.0f,0.0f,0.0f);						// Red
    		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Back)
    		glColor3f(0.0f,1.0f,0.0f);						// Green
    		glVertex3f( 1.0f,-1.0f, -1.0f);					// Left Of Triangle (Back)
    		glColor3f(0.0f,0.0f,1.0f);						// Blue
    		glVertex3f(-1.0f,-1.0f, -1.0f);					// Right Of Triangle (Back)
    		glColor3f(1.0f,0.0f,0.0f);						// Red
    		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Left)
    		glColor3f(0.0f,0.0f,1.0f);						// Blue
    		glVertex3f(-1.0f,-1.0f,-1.0f);					// Left Of Triangle (Left)
    		glColor3f(0.0f,1.0f,0.0f);						// Green
    		glVertex3f(-1.0f,-1.0f, 1.0f);					// Right Of Triangle (Left)
    		glEnd();					
    		glDisable(GL_LIGHT0);
    		
    	}
    	
    	rquad-=0.15f;										// Decrease The Rotation Variable For The Quad ( NEW )
    
    	return TRUE;							// Keep Going
    }
    et le main
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    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
    
    	// Ask The User Which Screen Mode They Prefer
    	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
    	{
    		fullscreen=FALSE;							// Windowed Mode
    	}
    
    	// Create Our OpenGL Window
    	if (!CreateGLWindow("NeHe's Solid Object Tutorial",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 && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
    			{
    				done=TRUE;							// ESC or DrawGLScene Signalled A Quit
    			}
    			else
    			{
    				SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
    			}
    
    			if (keys[VK_F1])						// Is F1 Being Pressed?
    			{
    				keys[VK_F1]=FALSE;					// If So Make Key FALSE
    				KillGLWindow();						// Kill Our Current Window
    				fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
    				// Recreate Our OpenGL Window
    				if (!CreateGLWindow("NeHe's Solid Object Tutorial",640,480,16,fullscreen))
    				{
    					return 0;						// Quit If Window Was Not Created
    				}
    			}
    		}
    	}
    
    	// Shutdown
    	KillGLWindow();									// Kill The Window
    	return (msg.wParam);							// Exit The Program
    }
    merci pour tout

    PS: si vos connaissez un bon tuto je suis preneur

  2. #2
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    Par défaut
    j'ajoute un element concernant l'erreur si je supprimme "PFD_SUPPORT_GDI" du pixelformat alors je peut passer en plein ecran mais l'application devient lente

    merci de votre aide

  3. #3
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    Par défaut
    up

    desole

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