Ok here is my code maybe its something with my code, I used it on my Mac and it was fine and under Win2k it was ok. I tried using the SDL 1.2.3 lib and made no difference. I am using 1.2.4 now. I was using 1.2.3 on Win2k and Mac OSX. Thanks for any help.
//includes header
#include “includes.h”
//globals
int game_state = 0;
ofstream fout(“error.txt”);
//consts
//() prototypes
void Render(void);
void Update(void);
bool LoadTextures(void);
bool InitGame(void);
bool InitSDL(int width, int height, int bits);
bool InitOpenGL(int width, int height);
void Quit(void);
void GetEvents(void);
//main(void)
int main(int argc, char *argv[])
{
if(InitSDL(1024, 768, 32) != true)
Quit();
if(InitOpenGL(1024, 768) != true)
Quit();
if(LoadTextures() != true)
Quit();
if(InitGame() != true)
Quit();
while(game_state == 0)
{
Render();
GetEvents();
}
Quit();
return 0;
}
void Render(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SDL_GL_SwapBuffers();
}
void Update(void)
{
}
bool LoadTextures(void)
{
return true;
}
bool InitGame(void)
{
return true;
}
bool InitSDL(int width, int height, int bits)
{
if(SDL_Init(SDL_INIT_EVERYTHING) != 0)
{
fout << “Error on Initialization of SDL\n”;
Quit();
}
if(SDL_SetVideoMode(width, height, bits, SDL_OPENGL) == NULL)
{
fout << “Error on Initialization of OpenGL\n”;
Quit();
}
return true;
}
bool InitOpenGL(int width, int height)
{
glViewport(0, 0, width, height);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glShadeModel(GL_SMOOTH);
glClearDepth(1.0f);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glEnable(GL_ALPHA_TEST);
glFrontFace(GL_CCW);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_LEQUAL);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, double(width), 0.0, double(height), -100.0, 100.0);
glMatrixMode(GL_MODELVIEW);
return true;
}
void Quit(void)
{
SDL_Quit();
fout.close();
}
void GetEvents(void)
{
SDL_Event event;
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_KEYDOWN:
switch(event.key.keysym.sym)
{
case SDLK_ESCAPE:
game_state = 1;
break;
default:
break;
}
break;
case SDL_MOUSEBUTTONDOWN:
break;
case SDL_MOUSEMOTION:
default:
break;
}
}
}