📄 tutorial_01.htm
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<pre>int DrawGLScene(GLvoid) <font color="#ffffaa">// 从这里开始进行所有的绘制</font>
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); <font color="#ffffaa">// 清除屏幕和深度缓存</font>
glLoadIdentity(); <font color="#ffffaa">// 重置当前的模型观察矩阵</font>
return TRUE; <font color="#ffffaa">// 一切 OK</font>
}
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<td valign="top" width="100%">下一段代码只在程序退出之前调用。KillGLWindow() 的作用是依次释放着色描述表,设备描述表和窗口句柄。我已经加入了许多错误检查。如果程序无法销毁窗口的任意部分,都会弹出带相应错误消息的讯息窗口,告诉您什么出错了。使您在您的代码中查错变得更容易些。</td>
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<pre>GLvoid KillGLWindow(GLvoid) <font color="#ffffaa">// 正常销毁窗口</font>
{
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<td valign="top" width="100%">我
们在KillGLWindow()中所作的第一件事是检查我们是否处于全屏模式。如果是,我们要切换回桌面。我们本应在禁用全屏模式前先销毁窗口,但在某
些显卡上这么做可能会使得桌面崩溃。所以我们还是先禁用全屏模式。这将防止桌面出现崩溃,并在Nvidia和3dfx显卡上都工作的很好!</td>
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<pre> if (fullscreen) <font color="#ffffaa">// 我们处于全屏模式吗?</font>
{
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<td valign="top" width="100%">我
们使用ChangeDisplaySettings(NULL,0)回到原始桌面。将NULL作为第一个参数,0作为第二个参数传递强制Windows使
用当前存放在注册表中的值(缺省的分辨率、色彩深度、刷新频率,等等)来有效的恢复我们的原始桌面。切换回桌面后,我们还要使得鼠标指针重新可见。</td>
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<pre> ChangeDisplaySettings(NULL,0); <font color="#ffffaa">// 是的话,切换回桌面</font>
ShowCursor(TRUE); <font color="#ffffaa">// 显示鼠标指针</font>
}
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<td valign="top" width="100%">接下来的代码查看我们是否拥有着色描述表(hRC)。如果没有,程序将跳转至后面的代码查看是否拥有设备描述表。</td>
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<pre> if (hRC) <font color="#ffffaa">// 我们拥有OpenGL渲染描述表吗?</font>
{
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<td valign="top" width="100%">如
果存在着色描述表的话,下面的代码将查看我们能否释放它(将
hRC从hDC分开)。这里请注意我使用的的查错方法。基本上我只是让程序尝试释放着色描述表(通过调用wglMakeCurrent(NULL,
NULL),然后我再查看释放是否成功。巧妙的将数行代码结合到了一行。</td>
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<pre> if (!wglMakeCurrent(NULL,NULL)) <font color="#ffffaa">// 我们能否释放DC和RC描述表?</font>
{
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<td valign="top" width="100%">如果不能释放DC和RC描述表的话,MessageBox()将弹出错误消息,告知我们DC和RC无法被释放。NULL意味着消息窗口没有父窗口。其右的文字将在消息窗口上出现。"SHUTDOWN
ERROR"出现在窗口的标题栏上。MB_OK的意思消息窗口上带有一个写着OK字样的按钮。<br>
MB_ICONINFORMATION将在消息窗口中显示一个带圈的小写的i(看上去更正式一些)。 </td>
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<pre> MessageBox(NULL,"释放DC或RC失败。","关闭错误",MB_OK | MB_ICONINFORMATION);
}
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<td valign="top" width="100%">下一步我们试着删除着色描述表。如果不成功的话弹出错误消息。</td>
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<pre> if (!wglDeleteContext(hRC)) <font color="#ffffaa">// 我们能否删除RC?</font>
{
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