I have tried to follow nehe's opengl tutorial lesson 2. I use sfml for my window creation. The problem I have is that both the triangle and the quad don't show up on the screen:
#include <SFML/System.hpp>
#include <SFML/Window.hpp>
#include <iostream>
void processEvents(sf::Window *app);
void processInput(sf::Window *app, const sf::Input &input);
void renderCube(sf::Window *app, sf::Clock *clock);
void renderGlScene(sf::Window *app);
void init();
int main() {
sf::Window app(sf::VideoMode(800, 600, 32), "Nehe Lesson 2");
app.UseVerticalSync(false);
init();
while (app.IsOpened()) {
processEvents(&app);
renderGlScene(&app);
app.Display();
}
return EXIT_SUCCESS;
}
void init() {
glClearDepth(1.f);
glClearColor(0.f, 0.f, 0.f, 0.f);
// Enable z-buffer and read and write
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
// Setup a perpective projection
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluPerspective(45.f, 1.f, 1.f, 500.f);
glShadeModel(GL_SMOOTH);
}
void processEvents(sf::Window *app) {
sf::Event event;
while (app->GetEvent(event)) {
if (event.Type == sf::Event::Closed) {
app->Close();
}
if (event.Type == sf::Event::KeyPressed &&
event.Key.Code == sf::Key::Escape) {
app->Close();
}
}
}
void renderGlScene(sf::Window *app) {
app->SetActive();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the screen and the depth buffer
glLoadIdentity(); // Reset the view
glTranslatef(-1.5f, 0.0f, -6.0f); // Move Left 1.5 units and into the screen 6.0
glBegin(GL_TRIANGLES);
glVertex3f( 0.0f, 1.0f, 0.0f); // Top
glVertex3f(-1.0,-1.0f, 0.0f); // Bottom Left
glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
glEnd();
glTranslatef(3.0f, 0.0f, 0.0f);
glBegin(GL_QUADS); // Draw a quad
glVertex3f(-1.0f, 1.0f, 0.0f);
glVertex3f( 1.0f, 1.0f, 0.0f);
glVertex3f( 1.0f,-1.0f, 0.0f);
glVertex3f(-1.0f,-1.0f, 0.0f);
glEnd();
}
I would greatly appreciate it if someone could help me resolve my issue.