• Welcome to PowerBasic Museum 2020-A.
 

News:

Forum in repository mode. No new members allowed.

Main Menu

Changing Textures for OpenGL primitives

Started by Frank Brübach, September 19, 2011, 12:50:14 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Frank Brübach

after some closer studying about openGL texture modifications here I show a little, but in my opinion very useful example for texturing some primitives. You can see different textures by pushing "F" key. you can move scene and objects with arrows (up), (down), (right), (left) and zooming with (pageup, pagedown) too. If you like to blend the objects use "B" key. I can only say that's exciting work if everything is going fine after having some hours of trouble ;)

I am using still pbwin 9.

"Changing texture for openGL primitives" code example:

'----------------> changing texture example for cube, sphere, floor by frank brübach, 17-19.sept.2011 :)
'----------------> pbwin 9
'---------------------------------------------------------------------------------------------------->

' SED_PBWIN - Use the PBWIN compiler
#COMPILE EXE
#DIM ALL
#INCLUDE "GLU.INC"
#INCLUDE "GDIPLUS.INC"
#INCLUDE "GDIPUTILS.INC"

$WindowCaption = "Changing textures for primitives -> push [F]ilter, [B]lending. [up],[down],[left],[right] arrows for rotation"

%GL_WINDOWWIDTH  = 640
%GL_WINDOWHEIGHT = 480
%GL_BITSPERPEL   = 16
%GL_DEPTHBITS    = 16

GLOBAL hDC AS LONG
GLOBAL TextureHandles() AS DWORD
GLOBAL xrot AS SINGLE
GLOBAL yrot AS SINGLE
GLOBAL zoom AS SINGLE
GLOBAL filter AS LONG
GLOBAL xspeed AS SINGLE
GLOBAL yspeed AS SINGLE
GLOBAL quadratic AS DWORD
GLOBAL plane AS DWORD
GLOBAL TexFiles() AS STRING
GLOBAL g_bBlending AS LONG

TYPE WNDCLASSEX
    cbSize AS DWORD
    STYLE AS DWORD
    lpfnWndProc AS LONG
    cbClsExtra AS LONG
    cbWndExtra AS LONG
    hInstance AS DWORD
    hIcon AS DWORD
    hCursor AS DWORD
    hbrBackground AS DWORD
    lpszMenuName AS ASCIIZ PTR
    lpszClassName AS ASCIIZ PTR
    hIconSm AS DWORD
END TYPE

' =======================================================================================
' All the setup goes here
' =======================================================================================
SUB SetupScene (BYVAL hwnd AS DWORD, BYVAL nWidth AS LONG, BYVAL nHeight AS LONG)

   DIM   LightAmbient(3) AS SINGLE
   DIM   LightDiffuse(3) AS SINGLE
   DIM   LightPosition(3) AS SINGLE

   REDIM TexFiles(0 TO 2) AS GLOBAL STRING
   TexFiles(0) = "ball.bmp"
   TexFiles(1) = "wall.bmp"
   TexFiles(2) = "envwall.bmp"
   CALL JH_MakeTextures(3)

   'Activate last Handle from the created Textures
   CALL glEnable(%GL_TEXTURE_2D)
'----------------------------------->
   Plane = glGenLists(2)
   glNewList Plane, %GL_COMPILE
   glTranslatef 6.5!, -18.5!, -15.0!

'---------------> FLOOR ---------------------------------------------------------------->
    CALL glPushMatrix()
   glBindTexture %GL_TEXTURE_2D, TextureHandles(0)
'    glBindTexture(%GL_TEXTURE_2D, TextureHandles(1) )
    glTranslatef 0.0!, -4.0!, zoom
    glBegin(%GL_QUADS) ';
        glNormal3f(0.0, 1.0, 0.0)
            glTexCoord2f(0.0, 1.0)
            glVertex3f(-16.0, 0.0, 16.0)

            glTexCoord2f(0.0, 0.0)
            glVertex3f(-16.0, 0.0,-16.0)

            glTexCoord2f(1.0, 0.0)
            glVertex3f( 16.0, 0.0,-16.0)

            glTexCoord2f(1.0, 1.0)
            glVertex3f( 16.0, 0.0, 16.0)
    glEnd() ';
    CALL glPopMatrix()
   glEndList
'---------------> FLOOR ---------------------------------------------------------------->

   ' Specify clear values for the color buffers
   glClearColor 0.0!, 0.0!, 0.4!, 0.0!
   ' Specify the clear value for the depth buffer
   glClearDepth 1.0!
   ' Specify the value used for depth-buffer comparisons
   glDepthFunc %GL_LESS
   ' Enable depth comparisons and update the depth buffer
   glEnable %GL_DEPTH_TEST
   ' Select smooth shading
   glShadeModel %GL_SMOOTH

   ARRAY ASSIGN LightAmbient()  = 0.5!, 0.5!, 0.5!, 1.0!
   ARRAY ASSIGN LightDiffuse()  = 1.0!, 1.0!, 1.0!, 1.0!
   ARRAY ASSIGN LightPosition() = 0.0!, 0.0!, 2.0!, 1.0!

   glLightfv %GL_LIGHT1, %GL_AMBIENT, LightAmbient(0)
   glLightfv %GL_LIGHT1, %GL_DIFFUSE, LightDiffuse(0)
   glLightfv %GL_LIGHT1, %GL_POSITION, LightPosition(0)
   glEnable %GL_LIGHT1

   zoom = -5.0
END SUB
' =======================================================================================

' =======================================================================================
' Resize the scene
' =======================================================================================
SUB ResizeScene (BYVAL hwnd AS DWORD, BYVAL nWidth AS LONG, BYVAL nHeight AS LONG)

   ' Prevent divide by zero making height equal one
   IF nHeight = 0 THEN nHeight = 1
   ' Reset the current viewport
   glViewport 0, 0, nWidth, nHeight
   ' Select the projection matrix
   glMatrixMode %GL_PROJECTION
   ' Reset the projection matrix
   glLoadIdentity
   ' Calculate the aspect ratio of the window
   gluPerspective 65.0!, nWidth / nHeight, 0.1!, 100.0!
   ' Select the model view matrix
   glMatrixMode %GL_MODELVIEW
   ' Reset the model view matrix
   glLoadIdentity

END SUB
' =======================================================================================

' =======================================================================================
' Draw the scene
' =======================================================================================
SUB DrawScene (BYVAL hwnd AS DWORD, BYVAL nWidth AS LONG, BYVAL nHeight AS LONG)

   ' Clear the screen buffer
   glClear %GL_COLOR_BUFFER_BIT OR %GL_DEPTH_BUFFER_BIT
   ' Reset the view
   glLoadIdentity

   IF g_bBlending THEN
      glDisable(%GL_DEPTH_TEST)
      ' // Set up blending...
      glEnable(%GL_BLEND)
      glBlendFunc(%GL_SRC_ALPHA, %GL_ONE)
      glDisable(%GL_DEPTH_TEST)
   ELSE
      glDisable(%GL_BLEND)
      glEnable(%GL_DEPTH_TEST)
   END IF

   glEnable %GL_TEXTURE_2D

   glEnable %GL_LIGHTING
   glLoadIdentity

   Plane = glGenLists(3)
   glNewList Plane, %GL_COMPILE

   glBindTexture %GL_TEXTURE_2D, TextureHandles(0)
   glTranslatef 1.5!, -2.5!, -2.0!+zoom
   glRotatef xrot, 1.0!, 0.0!, 0.0!
   glRotatef yrot, 0.0!, 1.0!, 0.0!

'-----------------------------------> FLOOR ----------------->
    CALL glPushMatrix()
    glBegin(%GL_QUADS) ';
        glNormal3f(0.0, 1.0, 0.0) ';
            glTexCoord2f(0.0, 1.0) ';
            glVertex3f(-10.0, 0.0, 10.0)';

            glTexCoord2f(0.0, 0.0)';
            glVertex3f(-10.0, 0.0,-10.0)';

            glTexCoord2f(1.0, 0.0)';
            glVertex3f( 10.0, 0.0,-10.0)';

            glTexCoord2f(1.0, 1.0)';
            glVertex3f( 10.0, 0.0, 10.0)';
    glEnd() ';
    CALL glPopMatrix()
   glEndList

'-----------------------------------> FLOOR ----------------->
   glBindTexture %GL_TEXTURE_2D, TextureHandles(1)
         glCallList plane

   glLoadIdentity
   glTranslatef 3.0!, 0.0!, zoom

   glRotatef xrot, 1.0!, 0.0!, 0.0!
   glRotatef yrot, 0.0!, 1.0!, 0.0!

   glBindTexture %GL_TEXTURE_2D, TextureHandles(2)
   glBindTexture %GL_TEXTURE_2D, TextureHandles(filter)

    glEnable %GL_LIGHTING
'---------------------------------> BALL/SPHERE TEXTURING ----->
    CALL glPushMatrix()
         'Draw sphere/Ball
         quadratic = gluNewQuadric()
         IF quadratic THEN
            CALL gluQuadricNormals(quadratic, %GLU_SMOOTH)
            CALL gluQuadricTexture(quadratic, %GL_TRUE)
            CALL gluSphere(quadratic, 2.0, 48, 48) ' 32, 32)
            CALL gluDeleteQuadric(quadratic)
         END IF
    CALL glPopMatrix()
'---------------------------------> BALL/SPHERE TEXTURING END ----->
    glDisable %GL_LIGHTING

'-------------------------------> CUBE --------------------------->
   glLoadIdentity
   glTranslatef -3.0!, 0.0!, zoom

   glRotatef xrot, 1.0!, 0.0!, 0.0!
   glRotatef yrot, 0.0!, 1.0!, 0.0!

       glBegin %GL_QUADS
      ' Front Face
      glNormal3f   0.0!, 0.0!, 1.0
      glTexCoord2f 0.0!, 0.0! : glVertex3f -1.0!, -1.0!,  1.0!
      glTexCoord2f 1.0!, 0.0! : glVertex3f  1.0!, -1.0!,  1.0!
      glTexCoord2f 1.0!, 1.0! : glVertex3f  1.0!,  1.0!,  1.0!
      glTexCoord2f 0.0!, 1.0! : glVertex3f -1.0!,  1.0!,  1.0!
      ' Back Face
      glNormal3f   0.0!, 0.0!, -1.0!
      glTexCoord2f 1.0!, 0.0! : glVertex3f -1.0!, -1.0!, -1.0!
      glTexCoord2f 1.0!, 1.0! : glVertex3f -1.0!,  1.0!, -1.0!
      glTexCoord2f 0.0!, 1.0! : glVertex3f  1.0!,  1.0!, -1.0!
      glTexCoord2f 0.0!, 0.0! : glVertex3f  1.0!, -1.0!, -1.0!
      ' Top Face
      glNormal3f   0.0!, 1.0!, 0.0!
      glTexCoord2f 0.0!, 1.0! : glVertex3f -1.0!,  1.0!, -1.0!
      glTexCoord2f 0.0!, 0.0! : glVertex3f -1.0!,  1.0!,  1.0!
      glTexCoord2f 1.0!, 0.0! : glVertex3f  1.0!,  1.0!,  1.0!
      glTexCoord2f 1.0!, 1.0! : glVertex3f  1.0!,  1.0!, -1.0!
      ' Bottom Face
      glNormal3f   0.0!,-1.0!, 0.0!
      glTexCoord2f 1.0!, 1.0! : glVertex3f -1.0!, -1.0!, -1.0!
      glTexCoord2f 0.0!, 1.0! : glVertex3f  1.0!, -1.0!, -1.0!
      glTexCoord2f 0.0!, 0.0! : glVertex3f  1.0!, -1.0!,  1.0!
      glTexCoord2f 1.0!, 0.0! : glVertex3f -1.0!, -1.0!,  1.0!
      ' Right face
      glNormal3f   1.0!, 0.0!, 0.0!
      glTexCoord2f 1.0!, 0.0! : glVertex3f  1.0!, -1.0!, -1.0!
      glTexCoord2f 1.0!, 1.0! : glVertex3f  1.0!,  1.0!, -1.0!
      glTexCoord2f 0.0!, 1.0! : glVertex3f  1.0!,  1.0!,  1.0!
      glTexCoord2f 0.0!, 0.0! : glVertex3f  1.0!, -1.0!,  1.0!
      ' Left Face
      glNormal3f  -1.0!,  0.0!, 0.0!
      glTexCoord2f 0.0!, 0.0! : glVertex3f -1.0!, -1.0!, -1.0!
      glTexCoord2f 1.0!, 0.0! : glVertex3f -1.0!, -1.0!,  1.0!
      glTexCoord2f 1.0!, 1.0! : glVertex3f -1.0!,  1.0!,  1.0!
      glTexCoord2f 0.0!, 1.0! : glVertex3f -1.0!,  1.0!, -1.0!
   glEnd

'-------------------------------> CUBE END --------------------------->
   xrot = xrot + xspeed
   yrot = yrot + yspeed

END SUB
' =======================================================================================

' =======================================================================================
' Cleanup
' =======================================================================================
SUB Cleanup (BYVAL hwnd AS DWORD)

   ' Delete the texture
   glDeleteTextures(3, TextureHandles(0))

END SUB
' =======================================================================================

' =======================================================================================
SUB ProcessKeystrokes (BYVAL hwnd AS DWORD, BYVAL vKeyCode AS LONG, BYVAL bKeyDown AS LONG)

   STATIC lp, fp, light AS LONG

   SELECT CASE AS LONG vKeyCode

      CASE %VK_ESCAPE
         ' Quit if Esc key pressed
         SendMessage hwnd, %WM_CLOSE, 0, 0

      CASE %VK_L
         IF ISTRUE bKeyDown AND ISFALSE lp THEN
            lp = %TRUE
            light = NOT light
            IF ISFALSE light THEN
               glDisable %GL_LIGHTING
            ELSE
               glEnable %GL_LIGHTING
            END IF
         END IF
         IF ISFALSE bKeyDown THEN lp = %FALSE

      CASE %VK_B
         IF bKeyDown THEN g_bBlending = NOT g_bBlending

      CASE %VK_L
         IF ISTRUE bKeyDown AND ISFALSE lp THEN
            lp = %TRUE
            light = NOT light
            IF ISFALSE light THEN
               glDisable %GL_LIGHTING
            ELSE
               glEnable %GL_LIGHTING
            END IF
         END IF
         IF ISFALSE bKeyDown THEN lp = %FALSE

      CASE %VK_F
         IF ISTRUE bKeyDown AND ISFALSE fp THEN
            fp = %TRUE
            filter = filter + 1
            IF filter > 2 THEN filter = 0
         END IF
         IF ISFALSE bKeyDown THEN fp = %FALSE

      CASE %VK_PGUP
         IF ISTRUE bKeyDown THEN zoom = zoom - 0.02!

      CASE %VK_PGDN
         IF ISTRUE bKeyDown THEN zoom = zoom + 0.02!

      CASE %VK_UP
         IF ISTRUE bKeyDown THEN xspeed = xspeed - 0.01!

      CASE %VK_DOWN
         IF ISTRUE bKeyDown THEN xspeed = xspeed + 0.01!

      CASE %VK_LEFT
         IF ISTRUE bKeyDown THEN yspeed = yspeed - 0.01!

      CASE %VK_RIGHT
         IF ISTRUE bKeyDown THEN yspeed = yspeed + 0.01!

   END SELECT

END SUB
' =======================================================================================

' =======================================================================================
' Main
' =======================================================================================
FUNCTION WINMAIN (BYVAL hInstance AS DWORD, BYVAL hPrevInstance AS DWORD, BYVAL lpszCmdLine AS ASCIIZ PTR, BYVAL nCmdShow AS LONG) AS LONG

   LOCAL  hwnd        AS DWORD
   LOCAL  wcex        AS WNDCLASSEX
   LOCAL  szClassName AS ASCIIZ * 256
   LOCAL  szCaption   AS ASCIIZ * 256
   LOCAL  msg         AS tagMSG
   LOCAL  rc          AS RECT
   LOCAL  bDone       AS LONG
   LOCAL  nLeft       AS LONG
   LOCAL  nTop        AS LONG
   LOCAL  nWidth      AS LONG
   LOCAL  nHeight     AS LONG
   LOCAL  dwStyle     AS DWORD
   LOCAL  dwStyleEx   AS DWORD
   STATIC vKeyCode    AS LONG
   STATIC bKeyDown    AS LONG
   LOCAL  t           AS DOUBLE
   LOCAL  t0          AS DOUBLE
   LOCAL  fps         AS DOUBLE
   LOCAL  nFrames     AS LONG
   LOCAL  dm          AS DEVMODE
   LOCAL  bFullScreen AS LONG
   LOCAL  lResult     AS LONG

   ' Register the window class
   szClassName        = "PBOPENGL"
   wcex.cbSize        = SIZEOF(wcex)
   wcex.style         = %CS_HREDRAW OR %CS_VREDRAW OR %CS_OWNDC
   wcex.lpfnWndProc   = CODEPTR(WndProc)
   wcex.cbClsExtra    = 0
   wcex.cbWndExtra    = 0
   wcex.hInstance     = hInstance
   wcex.hCursor       = LoadCursor (%NULL, BYVAL %IDC_ARROW)
   wcex.hbrBackground = %NULL
   wcex.lpszMenuName  = %NULL
   wcex.lpszClassName = VARPTR(szClassName)
   wcex.hIcon         = LoadIcon (%NULL, BYVAL %IDI_APPLICATION) ' Sample, if resource icon: LoadIcon(hInst, "APPICON")
   wcex.hIconSm       = LoadIcon (%NULL, BYVAL %IDI_APPLICATION) ' Remember to set small icon too..
   RegisterClassEx wcex

    ' Ask the user which screen mode he prefers
    lResult = MessageBox(%NULL, "Would you like to run in fullscreen mode?", _
             "Start fullScreen?", %MB_YESNOCANCEL OR %MB_ICONQUESTION)
   SELECT CASE lResult
      CASE %IDCANCEL : EXIT FUNCTION
      CASE %IDYES    : bFullScreen = %TRUE
      CASE %IDNO     : bFullScreen = %FALSE
   END SELECT

   ' Window size
   nWidth  = %GL_WINDOWWIDTH
   nHeight = %GL_WINDOWHEIGHT

   IF bFullScreen THEN
      ' Change display settings
      dm.dmSize       = SIZEOF(dm)
      dm.dmPelsWidth  = nWidth
      dm.dmPelsHeight = nHeight
      dm.dmBitsPerPel = %GL_BITSPERPEL
      dm.dmFields     = %DM_BITSPERPEL OR %DM_PELSWIDTH OR %DM_PELSHEIGHT
      IF ChangeDisplaySettings(dm, %CDS_FULLSCREEN) = 0 THEN ShowCursor %FALSE
   END IF

   ' Window caption
   szCaption = $WindowCaption

   ' Window styles
   IF ISFALSE bFullScreen THEN
      dwStyle = %WS_OVERLAPPEDWINDOW
      dwStyleEx = %WS_EX_APPWINDOW OR %WS_EX_WINDOWEDGE
   ELSE
      dwStyle = %WS_POPUP
      dwStyleEx = %WS_EX_APPWINDOW
   END IF

   ' Create the window
   hwnd = CreateWindowEx( _
            dwStyleEx, _
            szClassName, _
            szCaption, _
            dwStyle, _
            100, _ 'nLeft, _
            100, _ 'nTop, _
            nWidth, _
            nHeight, _
            %NULL, _
            0, _
            hInstance, _
            BYVAL %NULL)

   ' Retrieve the coordinates of the window's client area
   GetClientRect hwnd, rc
   ' Initialize the new OpenGl window
   SetupScene hwnd, rc.nRight - rc.nLeft, rc.nBottom - rc.nTop

   ' Show the window
   ShowWindow hwnd, nCmdShow
   UpdateWindow hwnd

   DO UNTIL bDone

      ' Windows message pump
      DO WHILE PeekMessage(msg, %NULL, 0, 0, %PM_REMOVE)
         IF msg.message = %WM_QUIT THEN
            bDone = %TRUE
         ELSE
            IF msg.message = %WM_KEYDOWN THEN
               vKeyCode = msg.wParam
               bKeyDown = %TRUE
            ELSEIF msg.message = %WM_KEYUP THEN
               vKeyCode = msg.wParam
               bKeyDown = %FALSE
            END IF
            TranslateMessage msg
            DispatchMessage msg
         END IF
      LOOP

      IF ISFALSE bFullScreen THEN
         ' Get time and mouse position
         t = INT(TIMER)
         ' Calculate and display FPS (frames per second)
         IF t > t0 OR nFrames = 0 THEN
            fps = nFrames \ (t - t0)
            wsprintf szCaption, $WindowCaption & " (%i FPS)", BYVAL fps
            SetWindowText hwnd, szCaption
            t0 = t
            nFrames = 0
         END IF
         nFrames = nFrames + 1
      END IF

      ' Draw the scene
      DrawScene hwnd, nWidth, nHeight
      ' Exchange the front and back buffers
      SwapBuffers hDC

      ' Process the keystrokes
      IF vKeyCode THEN
         ProcessKeystrokes hwnd, vKeyCode, bKeyDown
         vKeyCode = 0
      END IF

   LOOP

   ' Retore defaults
   IF bFullScreen THEN
      ChangeDisplaySettings BYVAL %NULL, 0
      ShowCursor %TRUE
   END IF

   FUNCTION = msg.wParam

END FUNCTION
' =======================================================================================

' =======================================================================================
' Main window procedure
' =======================================================================================
FUNCTION WndProc (BYVAL hwnd AS DWORD, BYVAL wMsg AS DWORD, BYVAL wParam AS DWORD, BYVAL lParam AS LONG) AS LONG

   LOCAL  pf           AS LONG
   LOCAL  pfd          AS PIXELFORMATDESCRIPTOR
   STATIC hRC          AS LONG

   SELECT CASE wMsg

      CASE %WM_SYSCOMMAND

         ' Disable the Windows screensaver
         IF (wParam AND &HFFF0) = %SC_SCREENSAVE THEN EXIT FUNCTION

         ' Close the window
         IF (wParam AND &HFFF0) = %SC_CLOSE THEN
            SendMessage hwnd, %WM_CLOSE, 0, 0
            EXIT FUNCTION
         END IF

      CASE %WM_CREATE

         ' Retrieve the device context handle
         hDC = GetDC(hwnd)

         ' Fill the PIXELFORMATDESCRIPTOR structure
         pfd.nSize           = SIZEOF(PIXELFORMATDESCRIPTOR)
         pfd.nVersion        = 1
         pfd.dwFlags         = %PFD_DRAW_TO_WINDOW _
                               OR %PFD_SUPPORT_OPENGL _
                               OR %PFD_DOUBLEBUFFER
         pfd.iPixelType      = %PFD_TYPE_RGBA
         pfd.cColorBits      = %GL_BITSPERPEL
         pfd.cRedBits        = 0
         pfd.cRedShift       = 0
         pfd.cGreenBits      = 0
         pfd.cGreenShift     = 0
         pfd.cBlueBits       = 0
         pfd.cBlueShift      = 0
         pfd.cAlphaBits      = 0
         pfd.cAlphaShift     = 0
         pfd.cAccumBits      = 0
         pfd.cAccumRedBits   = 0
         pfd.cAccumGreenBits = 0
         pfd.cAccumBlueBits  = 0
         pfd.cAccumAlphaBits = 0
         pfd.cDepthBits      = %GL_DEPTHBITS
         pfd.cStencilBits    = 0
         pfd.cAuxBuffers     = 0
         pfd.iLayerType      = %PFD_MAIN_PLANE
         pfd.bReserved       = 0
         pfd.dwLayerMask     = 0
         pfd.dwVisibleMask   = 0
         pfd.dwDamageMask    = 0

         ' Find a matching pixel format
         pf = ChoosePixelFormat(hDC, pfd)
         IF ISFALSE pf THEN
            MessageBox hwnd, "Can't find a suitable pixel format", _
                       "Error", %MB_OK OR %MB_ICONEXCLAMATION
            SendMessage hwnd, %WM_CLOSE, 0, 0
            EXIT FUNCTION
         END IF

         ' Set the pixel format
         IF ISFALSE SetPixelFormat(hDC, pf, pfd) THEN
            MessageBox hwnd, "Can't set the pixel format", _
                       "Error", %MB_OK OR %MB_ICONEXCLAMATION
            SendMessage hwnd, %WM_CLOSE, 0, 0
            EXIT FUNCTION
         END IF

         ' Create a new OpenGL rendering context
         hRC = wglCreateContext(hDC)
         IF ISFALSE hRC THEN
            MessageBox hwnd, "Can't create an OpenGL rendering context", _
                       "Error", %MB_OK OR %MB_ICONEXCLAMATION
            SendMessage hwnd, %WM_CLOSE, 0, 0
            EXIT FUNCTION
         END IF

         ' Make it current
         IF ISFALSE wglMakeCurrent(hDC,hRC) THEN
            MessageBox hwnd, "Can't activate the OpenGL rendering context", _
                       "Error", %MB_OK OR %MB_ICONEXCLAMATION
            SendMessage hwnd, %WM_CLOSE, 0, 0
            EXIT FUNCTION
         END IF

         EXIT FUNCTION

      CASE %WM_DESTROY
         ' Clear resources
         Cleanup hwnd
         ' Release the device and rendering contexts
         wglMakeCurrent hDC, 0
         ' Make the rendering context no longer current
         wglDeleteContext hRC
         ' Release the device context
         ReleaseDC hwnd, hDC
         ' Post an WM_QUIT message
         PostQuitMessage 0
         EXIT FUNCTION

      CASE %WM_SIZE
         ResizeScene hwnd, LO(WORD, lParam), HI(WORD, lParam)
         EXIT FUNCTION

   END SELECT

   ' Call the default window procedure to process unhandled messages
   FUNCTION = DefWindowProc(hwnd, wMsg, wParam, lParam)

END FUNCTION
' ==========================================================================

SUB JH_MakeTextures(BYVAL nTextureCount AS LONG)
   LOCAL xn, xi AS LONG
   xi = nTextureCount -1
   REDIM TextureHandles(0 TO xi)
   DIM TextureWidth(0 TO xi) AS LONG
   DIM TextureHeight(0 TO xi) AS LONG
   DIM strTextureData(0 TO xi) AS STRING

   'Enable texture mapping
   CALL glEnable(%GL_TEXTURE_2D)
   FOR xn = 0 TO xi

     'Load TextureData from File on Disk
     IF GdiPlusLoadTexture(TexFiles(xn), TextureWidth(xn), TextureHeight(xn), strTextureData(xn), %TRUE) = 0 THEN

        'Assign an Array for OpenGL Handles of Textures in Memory
        IF xn = 0 THEN glGenTextures nTextureCount, TextureHandles(0)
        'MSGBOX  ": "+FORMAT$(nTextureCount) + $CR +"File number.: "+FORMAT$(xn) + $CR +"Name: "+ TexFiles(xn) '<-- check Input via MsgBoxy

       ' Create Linear Filtered Texture
       glBindTexture %GL_TEXTURE_2D, TextureHandles(xn)
       glTexParameteri %GL_TEXTURE_2D,%GL_TEXTURE_MAG_FILTER,%GL_LINEAR
       glTexParameteri %GL_TEXTURE_2D,%GL_TEXTURE_MIN_FILTER,%GL_LINEAR
       glTexImage2D %GL_TEXTURE_2D, 0, 4, TextureWidth(xn), TextureHeight(xn), 0, _
                %GL_RGBA, %GL_UNSIGNED_BYTE, BYVAL STRPTR(strTextureData(xn))
    END IF
  NEXT
END SUB


new edit: all you need you can find in zip folder in next post. pictures of scene I add here too.

best regards, frank

Frank Brübach

#1
sorry, forgotten to send correct example: here you can see whole changing of cube, sphere and floor texturing. If you like to make your own modification you only need to change these two lines with wished texture you can add with own bitmap or png files.

QuoteglBindTexture %GL_TEXTURE_2D, TextureHandles(2) 'TextureHandles(1) 'TextureHandles(0)
   glBindTexture %GL_TEXTURE_2D, TextureHandles(filter)

changing textures of openGL primitives 1a:

'----------------> changing texture example for cube, sphere, floor by frank brübach, 17-19.sept.2011 :)
'----------------> pbwin 9
'---------------------------------------------------------------------------------------------------->

' SED_PBWIN - Use the PBWIN compiler
#COMPILE EXE
#DIM ALL
#INCLUDE "GLU.INC"
#INCLUDE "GDIPLUS.INC"
#INCLUDE "GDIPUTILS.INC"

$WindowCaption = "Changing textures for primitives 1a-> push [F]ilter, [B]lending. [up],[down],[left],[right] arrows for rotation"

%GL_WINDOWWIDTH  = 640
%GL_WINDOWHEIGHT = 480
%GL_BITSPERPEL   = 16
%GL_DEPTHBITS    = 16

GLOBAL hDC AS LONG
GLOBAL TextureHandles() AS DWORD
GLOBAL xrot AS SINGLE
GLOBAL yrot AS SINGLE
GLOBAL zoom AS SINGLE
GLOBAL filter AS LONG
GLOBAL xspeed AS SINGLE
GLOBAL yspeed AS SINGLE
GLOBAL quadratic AS DWORD
GLOBAL plane AS DWORD
GLOBAL TexFiles() AS STRING
GLOBAL g_bBlending AS LONG

TYPE WNDCLASSEX
    cbSize AS DWORD
    STYLE AS DWORD
    lpfnWndProc AS LONG
    cbClsExtra AS LONG
    cbWndExtra AS LONG
    hInstance AS DWORD
    hIcon AS DWORD
    hCursor AS DWORD
    hbrBackground AS DWORD
    lpszMenuName AS ASCIIZ PTR
    lpszClassName AS ASCIIZ PTR
    hIconSm AS DWORD
END TYPE

' =======================================================================================
' All the setup goes here
' =======================================================================================
SUB SetupScene (BYVAL hwnd AS DWORD, BYVAL nWidth AS LONG, BYVAL nHeight AS LONG)

   DIM   LightAmbient(3) AS SINGLE
   DIM   LightDiffuse(3) AS SINGLE
   DIM   LightPosition(3) AS SINGLE

   REDIM TexFiles(0 TO 2) AS GLOBAL STRING
   TexFiles(0) = "ball.bmp"
   TexFiles(1) = "wall.bmp"
   TexFiles(2) = "envwall.bmp"
   CALL JH_MakeTextures(3)

   'Activate last Handle from the created Textures
   CALL glEnable(%GL_TEXTURE_2D)
'----------------------------------->
   Plane = glGenLists(2)
   glNewList Plane, %GL_COMPILE
   glTranslatef 6.5!, -18.5!, -15.0!

'---------------> FLOOR ---------------------------------------------------------------->
    CALL glPushMatrix()
'   glBindTexture %GL_TEXTURE_2D, TextureHandles(0)
'    glBindTexture(%GL_TEXTURE_2D, TextureHandles(1) )
    glTranslatef 0.0!, -4.0!, zoom
    glBegin(%GL_QUADS) ';
        glNormal3f(0.0, 1.0, 0.0)
            glTexCoord2f(0.0, 1.0)
            glVertex3f(-16.0, 0.0, 16.0)

            glTexCoord2f(0.0, 0.0)
            glVertex3f(-16.0, 0.0,-16.0)

            glTexCoord2f(1.0, 0.0)
            glVertex3f( 16.0, 0.0,-16.0)

            glTexCoord2f(1.0, 1.0)
            glVertex3f( 16.0, 0.0, 16.0)
    glEnd() ';
    CALL glPopMatrix()
   glEndList
'---------------> FLOOR ---------------------------------------------------------------->

   ' Specify clear values for the color buffers
   glClearColor 0.0!, 0.0!, 0.4!, 0.0!
   ' Specify the clear value for the depth buffer
   glClearDepth 1.0!
   ' Specify the value used for depth-buffer comparisons
   glDepthFunc %GL_LESS
   ' Enable depth comparisons and update the depth buffer
   glEnable %GL_DEPTH_TEST
   ' Select smooth shading
   glShadeModel %GL_SMOOTH

   ARRAY ASSIGN LightAmbient()  = 0.5!, 0.5!, 0.5!, 1.0!
   ARRAY ASSIGN LightDiffuse()  = 1.0!, 1.0!, 1.0!, 1.0!
   ARRAY ASSIGN LightPosition() = 0.0!, 0.0!, 2.0!, 1.0!

   glLightfv %GL_LIGHT1, %GL_AMBIENT, LightAmbient(0)
   glLightfv %GL_LIGHT1, %GL_DIFFUSE, LightDiffuse(0)
   glLightfv %GL_LIGHT1, %GL_POSITION, LightPosition(0)
   glEnable %GL_LIGHT1

   zoom = -5.0
END SUB
' =======================================================================================

' =======================================================================================
' Resize the scene
' =======================================================================================
SUB ResizeScene (BYVAL hwnd AS DWORD, BYVAL nWidth AS LONG, BYVAL nHeight AS LONG)

   ' Prevent divide by zero making height equal one
   IF nHeight = 0 THEN nHeight = 1
   ' Reset the current viewport
   glViewport 0, 0, nWidth, nHeight
   ' Select the projection matrix
   glMatrixMode %GL_PROJECTION
   ' Reset the projection matrix
   glLoadIdentity
   ' Calculate the aspect ratio of the window
   gluPerspective 65.0!, nWidth / nHeight, 0.1!, 100.0!
   ' Select the model view matrix
   glMatrixMode %GL_MODELVIEW
   ' Reset the model view matrix
   glLoadIdentity

END SUB
' =======================================================================================

' =======================================================================================
' Draw the scene
' =======================================================================================
SUB DrawScene (BYVAL hwnd AS DWORD, BYVAL nWidth AS LONG, BYVAL nHeight AS LONG)

   ' Clear the screen buffer
   glClear %GL_COLOR_BUFFER_BIT OR %GL_DEPTH_BUFFER_BIT
   ' Reset the view
   glLoadIdentity

   IF g_bBlending THEN
      glDisable(%GL_DEPTH_TEST)
      ' // Set up blending...
      glEnable(%GL_BLEND)
      glBlendFunc(%GL_SRC_ALPHA, %GL_ONE)
      glDisable(%GL_DEPTH_TEST)
   ELSE
      glDisable(%GL_BLEND)
      glEnable(%GL_DEPTH_TEST)
   END IF

   glEnable %GL_TEXTURE_2D

   glEnable %GL_LIGHTING
   glLoadIdentity

   Plane = glGenLists(3)
   glNewList Plane, %GL_COMPILE

   glBindTexture %GL_TEXTURE_2D, TextureHandles(0)
   glBindTexture %GL_TEXTURE_2D, TextureHandles(filter)
   glTranslatef 1.5!, -2.5!, -2.0!+zoom
   glRotatef xrot, 1.0!, 0.0!, 0.0!
   glRotatef yrot, 0.0!, 1.0!, 0.0!

'-----------------------------------> FLOOR ----------------->
CALL glPushMatrix()
    glBegin(%GL_QUADS)
        glNormal3f(0.0, 1.0, 0.0)
            glTexCoord2f(0.0, 1.0)
            glVertex3f(-10.0, 0.0, 10.0)

            glTexCoord2f(0.0, 0.0)';
            glVertex3f(-10.0, 0.0,-10.0)

            glTexCoord2f(1.0, 0.0)
            glVertex3f( 10.0, 0.0,-10.0)

            glTexCoord2f(1.0, 1.0)
            glVertex3f( 10.0, 0.0, 10.0)
    glEnd()
    CALL glPopMatrix()
   glEndList
'-----------------------------------> FLOOR ----------------->
   glBindTexture %GL_TEXTURE_2D, TextureHandles(1)
         glCallList plane

   glLoadIdentity
   glTranslatef 3.0!, 0.0!, zoom

   glRotatef xrot, 1.0!, 0.0!, 0.0!
   glRotatef yrot, 0.0!, 1.0!, 0.0!

   glBindTexture %GL_TEXTURE_2D, TextureHandles(2)
   glBindTexture %GL_TEXTURE_2D, TextureHandles(filter)

    glEnable %GL_LIGHTING
'---------------------------------> BALL/SPHERE TEXTURING ----->
    CALL glPushMatrix()
         'Draw sphere/Ball
         quadratic = gluNewQuadric()
         IF quadratic THEN
            CALL gluQuadricNormals(quadratic, %GLU_SMOOTH)
            CALL gluQuadricTexture(quadratic, %GL_TRUE)
            CALL gluSphere(quadratic, 2.0, 48, 48) ' 32, 32)
            CALL gluDeleteQuadric(quadratic)
         END IF
    CALL glPopMatrix()
'---------------------------------> BALL/SPHERE TEXTURING END ----->
    glDisable %GL_LIGHTING

'-------------------------------> CUBE --------------------------->
   glLoadIdentity
   glTranslatef -3.0!, 0.0!, zoom

   glRotatef xrot, 1.0!, 0.0!, 0.0!
   glRotatef yrot, 0.0!, 1.0!, 0.0!

       glBegin %GL_QUADS
      ' Front Face
      glNormal3f   0.0!, 0.0!, 1.0
      glTexCoord2f 0.0!, 0.0! : glVertex3f -1.0!, -1.0!,  1.0!
      glTexCoord2f 1.0!, 0.0! : glVertex3f  1.0!, -1.0!,  1.0!
      glTexCoord2f 1.0!, 1.0! : glVertex3f  1.0!,  1.0!,  1.0!
      glTexCoord2f 0.0!, 1.0! : glVertex3f -1.0!,  1.0!,  1.0!
      ' Back Face
      glNormal3f   0.0!, 0.0!, -1.0!
      glTexCoord2f 1.0!, 0.0! : glVertex3f -1.0!, -1.0!, -1.0!
      glTexCoord2f 1.0!, 1.0! : glVertex3f -1.0!,  1.0!, -1.0!
      glTexCoord2f 0.0!, 1.0! : glVertex3f  1.0!,  1.0!, -1.0!
      glTexCoord2f 0.0!, 0.0! : glVertex3f  1.0!, -1.0!, -1.0!
      ' Top Face
      glNormal3f   0.0!, 1.0!, 0.0!
      glTexCoord2f 0.0!, 1.0! : glVertex3f -1.0!,  1.0!, -1.0!
      glTexCoord2f 0.0!, 0.0! : glVertex3f -1.0!,  1.0!,  1.0!
      glTexCoord2f 1.0!, 0.0! : glVertex3f  1.0!,  1.0!,  1.0!
      glTexCoord2f 1.0!, 1.0! : glVertex3f  1.0!,  1.0!, -1.0!
      ' Bottom Face
      glNormal3f   0.0!,-1.0!, 0.0!
      glTexCoord2f 1.0!, 1.0! : glVertex3f -1.0!, -1.0!, -1.0!
      glTexCoord2f 0.0!, 1.0! : glVertex3f  1.0!, -1.0!, -1.0!
      glTexCoord2f 0.0!, 0.0! : glVertex3f  1.0!, -1.0!,  1.0!
      glTexCoord2f 1.0!, 0.0! : glVertex3f -1.0!, -1.0!,  1.0!
      ' Right face
      glNormal3f   1.0!, 0.0!, 0.0!
      glTexCoord2f 1.0!, 0.0! : glVertex3f  1.0!, -1.0!, -1.0!
      glTexCoord2f 1.0!, 1.0! : glVertex3f  1.0!,  1.0!, -1.0!
      glTexCoord2f 0.0!, 1.0! : glVertex3f  1.0!,  1.0!,  1.0!
      glTexCoord2f 0.0!, 0.0! : glVertex3f  1.0!, -1.0!,  1.0!
      ' Left Face
      glNormal3f  -1.0!,  0.0!, 0.0!
      glTexCoord2f 0.0!, 0.0! : glVertex3f -1.0!, -1.0!, -1.0!
      glTexCoord2f 1.0!, 0.0! : glVertex3f -1.0!, -1.0!,  1.0!
      glTexCoord2f 1.0!, 1.0! : glVertex3f -1.0!,  1.0!,  1.0!
      glTexCoord2f 0.0!, 1.0! : glVertex3f -1.0!,  1.0!, -1.0!
   glEnd

'-------------------------------> CUBE END --------------------------->
   xrot = xrot + xspeed
   yrot = yrot + yspeed

END SUB
' =======================================================================================

' =======================================================================================
' Cleanup
' =======================================================================================
SUB Cleanup (BYVAL hwnd AS DWORD)

   ' Delete the texture
   glDeleteTextures(3, TextureHandles(0))

END SUB
' =======================================================================================

' =======================================================================================
SUB ProcessKeystrokes (BYVAL hwnd AS DWORD, BYVAL vKeyCode AS LONG, BYVAL bKeyDown AS LONG)

   STATIC lp, fp, light AS LONG

   SELECT CASE AS LONG vKeyCode

      CASE %VK_ESCAPE
         ' Quit if Esc key pressed
         SendMessage hwnd, %WM_CLOSE, 0, 0

      CASE %VK_L
         IF ISTRUE bKeyDown AND ISFALSE lp THEN
            lp = %TRUE
            light = NOT light
            IF ISFALSE light THEN
               glDisable %GL_LIGHTING
            ELSE
               glEnable %GL_LIGHTING
            END IF
         END IF
         IF ISFALSE bKeyDown THEN lp = %FALSE

      CASE %VK_B
         IF bKeyDown THEN g_bBlending = NOT g_bBlending

      CASE %VK_L
         IF ISTRUE bKeyDown AND ISFALSE lp THEN
            lp = %TRUE
            light = NOT light
            IF ISFALSE light THEN
               glDisable %GL_LIGHTING
            ELSE
               glEnable %GL_LIGHTING
            END IF
         END IF
         IF ISFALSE bKeyDown THEN lp = %FALSE

      CASE %VK_F
         IF ISTRUE bKeyDown AND ISFALSE fp THEN
            fp = %TRUE
            filter = filter + 1
            IF filter > 2 THEN filter = 0
         END IF
         IF ISFALSE bKeyDown THEN fp = %FALSE

      CASE %VK_PGUP
         IF ISTRUE bKeyDown THEN zoom = zoom - 0.02!

      CASE %VK_PGDN
         IF ISTRUE bKeyDown THEN zoom = zoom + 0.02!

      CASE %VK_UP
         IF ISTRUE bKeyDown THEN xspeed = xspeed - 0.01!

      CASE %VK_DOWN
         IF ISTRUE bKeyDown THEN xspeed = xspeed + 0.01!

      CASE %VK_LEFT
         IF ISTRUE bKeyDown THEN yspeed = yspeed - 0.01!

      CASE %VK_RIGHT
         IF ISTRUE bKeyDown THEN yspeed = yspeed + 0.01!

   END SELECT

END SUB
' =======================================================================================

' =======================================================================================
' Main
' =======================================================================================
FUNCTION WINMAIN (BYVAL hInstance AS DWORD, BYVAL hPrevInstance AS DWORD, BYVAL lpszCmdLine AS ASCIIZ PTR, BYVAL nCmdShow AS LONG) AS LONG

   LOCAL  hwnd        AS DWORD
   LOCAL  wcex        AS WNDCLASSEX
   LOCAL  szClassName AS ASCIIZ * 256
   LOCAL  szCaption   AS ASCIIZ * 256
   LOCAL  msg         AS tagMSG
   LOCAL  rc          AS RECT
   LOCAL  bDone       AS LONG
   LOCAL  nLeft       AS LONG
   LOCAL  nTop        AS LONG
   LOCAL  nWidth      AS LONG
   LOCAL  nHeight     AS LONG
   LOCAL  dwStyle     AS DWORD
   LOCAL  dwStyleEx   AS DWORD
   STATIC vKeyCode    AS LONG
   STATIC bKeyDown    AS LONG
   LOCAL  t           AS DOUBLE
   LOCAL  t0          AS DOUBLE
   LOCAL  fps         AS DOUBLE
   LOCAL  nFrames     AS LONG
   LOCAL  dm          AS DEVMODE
   LOCAL  bFullScreen AS LONG
   LOCAL  lResult     AS LONG

   ' Register the window class
   szClassName        = "PBOPENGL"
   wcex.cbSize        = SIZEOF(wcex)
   wcex.style         = %CS_HREDRAW OR %CS_VREDRAW OR %CS_OWNDC
   wcex.lpfnWndProc   = CODEPTR(WndProc)
   wcex.cbClsExtra    = 0
   wcex.cbWndExtra    = 0
   wcex.hInstance     = hInstance
   wcex.hCursor       = LoadCursor (%NULL, BYVAL %IDC_ARROW)
   wcex.hbrBackground = %NULL
   wcex.lpszMenuName  = %NULL
   wcex.lpszClassName = VARPTR(szClassName)
   wcex.hIcon         = LoadIcon (%NULL, BYVAL %IDI_APPLICATION) ' Sample, if resource icon: LoadIcon(hInst, "APPICON")
   wcex.hIconSm       = LoadIcon (%NULL, BYVAL %IDI_APPLICATION) ' Remember to set small icon too..
   RegisterClassEx wcex

    ' Ask the user which screen mode he prefers
    lResult = MessageBox(%NULL, "Would you like to run in fullscreen mode?", _
             "Start fullScreen?", %MB_YESNOCANCEL OR %MB_ICONQUESTION)
   SELECT CASE lResult
      CASE %IDCANCEL : EXIT FUNCTION
      CASE %IDYES    : bFullScreen = %TRUE
      CASE %IDNO     : bFullScreen = %FALSE
   END SELECT

   ' Window size
   nWidth  = %GL_WINDOWWIDTH
   nHeight = %GL_WINDOWHEIGHT

   IF bFullScreen THEN
      ' Change display settings
      dm.dmSize       = SIZEOF(dm)
      dm.dmPelsWidth  = nWidth
      dm.dmPelsHeight = nHeight
      dm.dmBitsPerPel = %GL_BITSPERPEL
      dm.dmFields     = %DM_BITSPERPEL OR %DM_PELSWIDTH OR %DM_PELSHEIGHT
      IF ChangeDisplaySettings(dm, %CDS_FULLSCREEN) = 0 THEN ShowCursor %FALSE
   END IF

   ' Window caption
   szCaption = $WindowCaption

   ' Window styles
   IF ISFALSE bFullScreen THEN
      dwStyle = %WS_OVERLAPPEDWINDOW
      dwStyleEx = %WS_EX_APPWINDOW OR %WS_EX_WINDOWEDGE
   ELSE
      dwStyle = %WS_POPUP
      dwStyleEx = %WS_EX_APPWINDOW
   END IF

   ' Create the window
   hwnd = CreateWindowEx( _
            dwStyleEx, _
            szClassName, _
            szCaption, _
            dwStyle, _
            100, _ 'nLeft, _
            100, _ 'nTop, _
            nWidth, _
            nHeight, _
            %NULL, _
            0, _
            hInstance, _
            BYVAL %NULL)

   ' Retrieve the coordinates of the window's client area
   GetClientRect hwnd, rc
   ' Initialize the new OpenGl window
   SetupScene hwnd, rc.nRight - rc.nLeft, rc.nBottom - rc.nTop

   ' Show the window
   ShowWindow hwnd, nCmdShow
   UpdateWindow hwnd

   DO UNTIL bDone

      ' Windows message pump
      DO WHILE PeekMessage(msg, %NULL, 0, 0, %PM_REMOVE)
         IF msg.message = %WM_QUIT THEN
            bDone = %TRUE
         ELSE
            IF msg.message = %WM_KEYDOWN THEN
               vKeyCode = msg.wParam
               bKeyDown = %TRUE
            ELSEIF msg.message = %WM_KEYUP THEN
               vKeyCode = msg.wParam
               bKeyDown = %FALSE
            END IF
            TranslateMessage msg
            DispatchMessage msg
         END IF
      LOOP

      IF ISFALSE bFullScreen THEN
         ' Get time and mouse position
         t = INT(TIMER)
         ' Calculate and display FPS (frames per second)
         IF t > t0 OR nFrames = 0 THEN
            fps = nFrames \ (t - t0)
            wsprintf szCaption, $WindowCaption & " (%i FPS)", BYVAL fps
            SetWindowText hwnd, szCaption
            t0 = t
            nFrames = 0
         END IF
         nFrames = nFrames + 1
      END IF

      ' Draw the scene
      DrawScene hwnd, nWidth, nHeight
      ' Exchange the front and back buffers
      SwapBuffers hDC

      ' Process the keystrokes
      IF vKeyCode THEN
         ProcessKeystrokes hwnd, vKeyCode, bKeyDown
         vKeyCode = 0
      END IF

   LOOP

   ' Retore defaults
   IF bFullScreen THEN
      ChangeDisplaySettings BYVAL %NULL, 0
      ShowCursor %TRUE
   END IF

   FUNCTION = msg.wParam

END FUNCTION
' =======================================================================================

' =======================================================================================
' Main window procedure
' =======================================================================================
FUNCTION WndProc (BYVAL hwnd AS DWORD, BYVAL wMsg AS DWORD, BYVAL wParam AS DWORD, BYVAL lParam AS LONG) AS LONG

   LOCAL  pf           AS LONG
   LOCAL  pfd          AS PIXELFORMATDESCRIPTOR
   STATIC hRC          AS LONG

   SELECT CASE wMsg

      CASE %WM_SYSCOMMAND

         ' Disable the Windows screensaver
         IF (wParam AND &HFFF0) = %SC_SCREENSAVE THEN EXIT FUNCTION

         ' Close the window
         IF (wParam AND &HFFF0) = %SC_CLOSE THEN
            SendMessage hwnd, %WM_CLOSE, 0, 0
            EXIT FUNCTION
         END IF

      CASE %WM_CREATE

         ' Retrieve the device context handle
         hDC = GetDC(hwnd)

         ' Fill the PIXELFORMATDESCRIPTOR structure
         pfd.nSize           = SIZEOF(PIXELFORMATDESCRIPTOR)
         pfd.nVersion        = 1
         pfd.dwFlags         = %PFD_DRAW_TO_WINDOW _
                               OR %PFD_SUPPORT_OPENGL _
                               OR %PFD_DOUBLEBUFFER
         pfd.iPixelType      = %PFD_TYPE_RGBA
         pfd.cColorBits      = %GL_BITSPERPEL
         pfd.cRedBits        = 0
         pfd.cRedShift       = 0
         pfd.cGreenBits      = 0
         pfd.cGreenShift     = 0
         pfd.cBlueBits       = 0
         pfd.cBlueShift      = 0
         pfd.cAlphaBits      = 0
         pfd.cAlphaShift     = 0
         pfd.cAccumBits      = 0
         pfd.cAccumRedBits   = 0
         pfd.cAccumGreenBits = 0
         pfd.cAccumBlueBits  = 0
         pfd.cAccumAlphaBits = 0
         pfd.cDepthBits      = %GL_DEPTHBITS
         pfd.cStencilBits    = 0
         pfd.cAuxBuffers     = 0
         pfd.iLayerType      = %PFD_MAIN_PLANE
         pfd.bReserved       = 0
         pfd.dwLayerMask     = 0
         pfd.dwVisibleMask   = 0
         pfd.dwDamageMask    = 0

         ' Find a matching pixel format
         pf = ChoosePixelFormat(hDC, pfd)
         IF ISFALSE pf THEN
            MessageBox hwnd, "Can't find a suitable pixel format", _
                       "Error", %MB_OK OR %MB_ICONEXCLAMATION
            SendMessage hwnd, %WM_CLOSE, 0, 0
            EXIT FUNCTION
         END IF

         ' Set the pixel format
         IF ISFALSE SetPixelFormat(hDC, pf, pfd) THEN
            MessageBox hwnd, "Can't set the pixel format", _
                       "Error", %MB_OK OR %MB_ICONEXCLAMATION
            SendMessage hwnd, %WM_CLOSE, 0, 0
            EXIT FUNCTION
         END IF

         ' Create a new OpenGL rendering context
         hRC = wglCreateContext(hDC)
         IF ISFALSE hRC THEN
            MessageBox hwnd, "Can't create an OpenGL rendering context", _
                       "Error", %MB_OK OR %MB_ICONEXCLAMATION
            SendMessage hwnd, %WM_CLOSE, 0, 0
            EXIT FUNCTION
         END IF

         ' Make it current
         IF ISFALSE wglMakeCurrent(hDC,hRC) THEN
            MessageBox hwnd, "Can't activate the OpenGL rendering context", _
                       "Error", %MB_OK OR %MB_ICONEXCLAMATION
            SendMessage hwnd, %WM_CLOSE, 0, 0
            EXIT FUNCTION
         END IF

         EXIT FUNCTION

      CASE %WM_DESTROY
         ' Clear resources
         Cleanup hwnd
         ' Release the device and rendering contexts
         wglMakeCurrent hDC, 0
         ' Make the rendering context no longer current
         wglDeleteContext hRC
         ' Release the device context
         ReleaseDC hwnd, hDC
         ' Post an WM_QUIT message
         PostQuitMessage 0
         EXIT FUNCTION

      CASE %WM_SIZE
         ResizeScene hwnd, LO(WORD, lParam), HI(WORD, lParam)
         EXIT FUNCTION

   END SELECT

   ' Call the default window procedure to process unhandled messages
   FUNCTION = DefWindowProc(hwnd, wMsg, wParam, lParam)

END FUNCTION
' ==========================================================================

SUB JH_MakeTextures(BYVAL nTextureCount AS LONG)
   LOCAL xn, xi AS LONG
   xi = nTextureCount -1
   REDIM TextureHandles(0 TO xi)
   DIM TextureWidth(0 TO xi) AS LONG
   DIM TextureHeight(0 TO xi) AS LONG
   DIM strTextureData(0 TO xi) AS STRING

   'Enable texture mapping
   CALL glEnable(%GL_TEXTURE_2D)
   FOR xn = 0 TO xi

     'Load TextureData from File on Disk
     IF GdiPlusLoadTexture(TexFiles(xn), TextureWidth(xn), TextureHeight(xn), strTextureData(xn), %TRUE) = 0 THEN

        'Assign an Array for OpenGL Handles of Textures in Memory
        IF xn = 0 THEN glGenTextures nTextureCount, TextureHandles(0)
        'MSGBOX  ": "+FORMAT$(nTextureCount) + $CR +"File number.: "+FORMAT$(xn) + $CR +"Name: "+ TexFiles(xn) '<-- check Input via MsgBoxy

       ' Create Linear Filtered Texture
       glBindTexture %GL_TEXTURE_2D, TextureHandles(xn)
       glTexParameteri %GL_TEXTURE_2D,%GL_TEXTURE_MAG_FILTER,%GL_LINEAR
       glTexParameteri %GL_TEXTURE_2D,%GL_TEXTURE_MIN_FILTER,%GL_LINEAR
       glTexImage2D %GL_TEXTURE_2D, 0, 4, TextureWidth(xn), TextureHeight(xn), 0, _
                %GL_RGBA, %GL_UNSIGNED_BYTE, BYVAL STRPTR(strTextureData(xn))
    END IF
  NEXT
END SUB


thanks, frank