VC6 下载

http://blog.csdn.net/bcbobo21cn/article/details/44200205



opengl环境配置

http://blog.csdn.net/bcbobo21cn/article/details/51044614#t4

本文project下载

http://pan.baidu.com/s/1nvL80n3

一 加载3ds模型

加载3ds模型的技术说明和代码project见此博文

http://blog.csdn.net/cq361106306/article/details/41876541

执行以后的效果例如以下;

watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQv/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/Center" alt="">

二 加载多个模型

/*
* This Code Was Created By Jeff Molofee 2000
* A HUGE Thanks To Fredric Echols For Cleaning Up
* And Optimizing The Base Code, Making It More Flexible!
* If You've Found This Code Useful, Please Let Me Know.
* Visit My Site At nehe.gamedev.net
*/ #include <windows.h> // Header File For Windows
#include <stdio.h> // Header File For Standard Input/Output
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The Glaux Library
#include <stdio.h>
#include "CLoad3DS.h"
HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application #define ID_LIST 1 typedef struct _SRCFILE
{
WIN32_FIND_DATA fd;
bool bIsNew;
}SRCFILE; bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
int cxChar, cyChar ;
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
char* srcDir = "Y:\\dddd15\\Lesson06gj\\Lesson06\\Data\\3DS";
const int FILEEMAX = 1024;
SRCFILE srcFilesStr[FILEEMAX]; GLfloat xrot; // X Rotation ( NEW )
GLfloat yrot; // Y Rotation ( NEW )
GLfloat zrot; // Z Rotation ( NEW ) GLuint texture[1]; // Storage For One Texture ( NEW ) CLoad3DS *gothicLoader=new(CLoad3DS);
t3DModel gothicModel;
//BoundingBox gothicBoundingBox;
float gothicTrans[10] = {
4, 0 , -30 , //表示在世界矩阵的位置
0.2 , 0.2 , 0.2 , //表示xyz放大倍数
0 , 0 , 0 , 0 //表示旋转
}; LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
LRESULT CALLBACK ListProc (HWND, UINT, WPARAM, LPARAM) ;
WNDPROC OldList ; void onFindFilesInDir(char* rootDir, SRCFILE srcFiles[])
{
//srcFiles = (char *)malloc(FILEEMAX * sizeof(char));
WIN32_FIND_DATA fd;
ZeroMemory(&fd, sizeof(WIN32_FIND_DATA)); HANDLE hFile;
char tmpPath[256];
char subPath[256];
ZeroMemory(tmpPath, 256);
ZeroMemory(subPath, 256); BOOL bRet = TRUE;
static int nFileSize = 0 ; //define the format of the basepath
strcpy(tmpPath, rootDir);
if(tmpPath[strlen(tmpPath) -1] != '\\')
{
strcat(tmpPath, "\\");
}
strcat(tmpPath, "*"); hFile = FindFirstFile(tmpPath, &fd);
while (hFile != INVALID_HANDLE_VALUE && bRet)
{
if (fd.dwFileAttributes == FILE_ATTRIBUTE_DIRECTORY &&
strcmp(fd.cFileName, ".") && strcmp(fd.cFileName, ".."))
{
strcpy(subPath, rootDir);
if(subPath[strlen(subPath) -1] != '\\')
{
strcat(subPath, "\\");
}
strcat(subPath, fd.cFileName);
onFindFilesInDir(subPath, srcFiles);
}
else if(!strcmp(fd.cFileName, ".") || !strcmp(fd.cFileName, ".."))
{ }
else
{
srcFiles[nFileSize].fd = fd;
srcFiles[nFileSize].bIsNew = FALSE;
nFileSize++;
}
bRet = FindNextFile(hFile, &fd);
}
srcFiles[nFileSize].bIsNew = TRUE;
FindClose(hFile);
} AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image
{
FILE *File=NULL; // File Handle if (!Filename) // Make Sure A Filename Was Given
{
return NULL; // If Not Return NULL
} File=fopen(Filename,"r"); // Check To See If The File Exists if (File) // Does The File Exist?
{
fclose(File); // Close The Handle
return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
} return NULL; // If Load Failed Return NULL
} int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
int Status=FALSE; // Status Indicator AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL // Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if (TextureImage[0]=LoadBMP("Data/NeHe.bmp"))
{
Status=TRUE; // Set The Status To TRUE glGenTextures(1, &texture[0]); // Create The Texture // Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
} if (TextureImage[0]) // If Texture Exists
{
if (TextureImage[0]->data) // If Texture Image Exists
{
free(TextureImage[0]->data); // Free The Texture Image Memory
} free(TextureImage[0]); // Free The Image Structure
} return Status; // Return The Status
} GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
} glViewport(0,0,width,height); // Reset The Current Viewport glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix // Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
} int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine ( NEW )
{
return FALSE; // If Texture Didn't Load Return FALSE
} glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations //导入模型 模型的目录尽量这样设置
//然后模型贴图 装在Data/pic里面 一定要跟前面截图的目录名字一样。想改得去CLoad3DS文件中面改
gothicLoader->Import3DS(&gothicModel, "Data/3ds/GUTEMB_L.3DS"); return TRUE; // Initialization Went OK
} int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
glPushMatrix();
changeObject( gothicTrans );
drawModel(gothicModel,true,false);
glPopMatrix();
glFlush ();
return TRUE; // Keep Going
} GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode? {
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
} if (hRC) // Do We Have A Rendering Context?
{
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
{
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
} if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC=NULL; // Set RC To NULL
} if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
{
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC=NULL; // Set DC To NULL
} if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window? {
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL; // Set hWnd To NULL
} if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL; // Set hInstance To NULL
}
} /* This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */ 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 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_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
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
} LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
static HWND hwndList;
int sum = 0; switch (uMsg) // Check For Windows Messages
{
case WM_CREATE :
cxChar = LOWORD (GetDialogBaseUnits ()) ;
cyChar = HIWORD (GetDialogBaseUnits ()) ; // Create listbox and static text windows. hwndList = CreateWindow (TEXT ("listbox"), NULL,
WS_CHILD | WS_VISIBLE | LBS_STANDARD,
0, 0,
cxChar * 16 + GetSystemMetrics (SM_CXVSCROLL),
WindowRect.bottom-WindowRect.top,
hWnd, (HMENU) ID_LIST,
(HINSTANCE) GetWindowLong (hWnd, GWL_HINSTANCE),
NULL) ; //填充Listbox
onFindFilesInDir(srcDir, srcFilesStr);
while(srcFilesStr[sum].bIsNew == FALSE)
{
SendMessage (hwndList, LB_ADDSTRING, 0, (LPARAM) srcFilesStr[sum].fd.cFileName) ;
sum++;
} OldList = (WNDPROC) SetWindowLong (hwndList, GWL_WNDPROC,
(LPARAM) ListProc) ; return 0 ; case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) // Check Minimization State
{
active=TRUE; // Program Is Active
}
else
{
active=FALSE; // Program Is No Longer Active
} return 0; // Return To The Message Loop
} case WM_SYSCOMMAND: // Intercept System Commands
{
switch (wParam) // Check System Calls
{
case SC_SCREENSAVE: // Screensaver Trying To Start?
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
return 0; // Prevent From Happening
}
break; // Exit
} case WM_CLOSE: // Did We Receive A Close Message?
{
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
} case WM_KEYDOWN: // Is A Key Being Held Down?
{
keys[wParam] = TRUE; // If So, Mark It As TRUE
return 0; // Jump Back
} case WM_KEYUP: // Has A Key Been Released? {
keys[wParam] = FALSE; // If So, Mark It As FALSE
return 0; // Jump Back
} case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
return 0; // Jump Back
} case WM_COMMAND :
{
if (LOWORD (wParam) == ID_LIST && HIWORD (wParam) == LBN_DBLCLK)
{
//gothicLoader->CleanUp();
gothicLoader->Import3DS(&gothicModel, "Data/3ds/middleTree.3DS");
}
return 0;
}
} // Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
} 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 Texture Mapping 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 // Not Time To Quit, Update Screen
{
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 Texture Mapping Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
} // Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
} LRESULT CALLBACK ListProc (HWND hwnd, UINT message,
WPARAM wParam, LPARAM lParam)
{
if (message == WM_KEYDOWN && wParam == VK_RETURN)
SendMessage (GetParent (hwnd), WM_COMMAND,
MAKELONG (1, LBN_DBLCLK), (LPARAM) hwnd) ; return CallWindowProc (OldList, hwnd, message, wParam, lParam) ;
}

此project是一个Win32 api的project;

预备在左側显示模型文件列表。点击某个模型,在右側加载相应模型;

首先加入列表框;

遍历目录获取文件列表;

为了定制对列表框的消息处理。添加列表框的窗体过程ListProc。

加入了列表框后把模型往左移动。

float gothicTrans[10] = { 

4, 0 , -30 ,     //表示在世界矩阵的位置

0.2 , 0.2 , 0.2 ,      //表示xyz放大倍数

0 , 0 , 0 , 0  //表示旋转

};

原来是:

0, 0 , -30 ,     //表示在世界矩阵的位置

添加了上述代码以后的效果见上图。

尝试在双击列表框时加载还有一个模型。

case WM_COMMAND :

{

          if (LOWORD (wParam) == ID_LIST && HIWORD (wParam) == LBN_DBLCLK)

          {

//gothicLoader->CleanUp();

gothicLoader->Import3DS(&gothicModel, "Data/3ds/middleTree.3DS");

 }

 return 0;

}

直接挂了。

尝试先调用CleanUp()再加载还有一个模型;提示:

cannot access private member declared in class 'CLoad3DS'

不能訪问私有函数;

那么看来该类在一次执行中仅仅能加载一个3ds模型;

我加了列表框之后的project可下载;

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