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

本文工程下载

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

一 载入3ds模型

载入3ds模型的技术说明和代码工程见此博文

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

运行以后的效果如下;

二 载入多个模型

/**      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     1typedef 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 basepathstrcpy(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 Handleif (!Filename)                                        // Make Sure A Filename Was Given{return NULL;                                  // If Not Return NULL}File=fopen(Filename,"r");                          // Check To See If The File Existsif (File)                                         // Does The File Exist?{fclose(File);                                   // Close The Handlereturn 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 IndicatorAUX_RGBImageRec *TextureImage[1];                    // Create Storage Space For The Texturememset(TextureImage,0,sizeof(void *)*1);             // Set The Pointer To NULL// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quitif (TextureImage[0]=LoadBMP("Data/NeHe.bmp")){Status=TRUE;                                   // Set The Status To TRUEglGenTextures(1, &texture[0]);                 // Create The Texture// Typical Texture Generation Using Data From The BitmapglBindTexture(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 ViewportglMatrixMode(GL_PROJECTION);                       // Select The Projection MatrixglLoadIdentity();                                    // Reset The Projection Matrix// Calculate The Aspect Ratio Of The WindowgluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);glMatrixMode(GL_MODELVIEW);                           // Select The Modelview MatrixglLoadIdentity();                                 // 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 ShadingglClearColor(0.0f, 0.0f, 0.0f, 0.5f);               // Black BackgroundglClearDepth(1.0f);                                  // Depth Buffer SetupglEnable(GL_DEPTH_TEST);                           // Enables Depth TestingglDepthFunc(GL_LEQUAL);                             // The Type Of Depth Testing To DoglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);    // Really Nice Perspective Calculations//导入模型 模型的文件夹尽量这样设置 //然后模型贴图 装在Data/pic里面  一定要跟前面截图的文件夹名字一样,想改得去CLoad3DS文件里面改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 BufferglLoadIdentity();                                   // Reset The ViewglPushMatrix();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 DesktopShowCursor(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 MatchWNDCLASS    wc;                     // Windows Class StructureDWORD     dwExStyle;              // Window Extended StyleDWORD       dwStyle;                // Window StyleWindowRect.left=(long)0;            // Set Left Value To 0WindowRect.right=(long)width;        // Set Right Value To Requested WidthWindowRect.top=(long)0;               // Set Top Value To 0WindowRect.bottom=(long)height;       // Set Bottom Value To Requested Heightfullscreen=fullscreenflag;          // Set The Global Fullscreen FlaghInstance          = GetModuleHandle(NULL);               // Grab An Instance For Our Windowwc.style          = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;  // Redraw On Size, And Own DC For Window.wc.lpfnWndProc     = (WNDPROC) WndProc;                   // WndProc Handles Messageswc.cbClsExtra        = 0;                                   // No Extra Window Datawc.cbWndExtra        = 0;                                   // No Extra Window Datawc.hInstance     = hInstance;                           // Set The Instancewc.hIcon         = LoadIcon(NULL, IDI_WINLOGO);         // Load The Default Iconwc.hCursor          = LoadCursor(NULL, IDC_ARROW);         // Load The Arrow Pointerwc.hbrBackground   = NULL;                                    // No Background Required For GLwc.lpszMenuName     = NULL;                                    // We Don't Want A Menuwc.lpszClassName    = "OpenGL";                              // Set The Class Nameif (!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 Modememset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's CleareddmScreenSettings.dmSize=sizeof(dmScreenSettings);       // Size Of The Devmode StructuredmScreenSettings.dmPelsWidth    = width;               // Selected Screen WidthdmScreenSettings.dmPelsHeight   = height;              // Selected Screen HeightdmScreenSettings.dmBitsPerPel  = bits;                    // Selected Bits Per PixeldmScreenSettings.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 StyledwStyle=WS_POPUP;                                      // Windows StyleShowCursor(FALSE);                                      // Hide Mouse Pointer}else{dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window Extended StyledwStyle=WS_OVERLAPPEDWINDOW;                           // Windows Style}AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);        // Adjust Window To True Requested Size// Create The Windowif (!(hWnd=CreateWindowEx(  dwExStyle,                          // Extended Style For The Window"OpenGL",                         // Class Nametitle,                             // Window TitledwStyle |                            // Defined Window StyleWS_CLIPSIBLINGS |                    // Required Window StyleWS_CLIPCHILDREN,                    // Required Window Style0,0,                                // Window PositionWindowRect.right-WindowRect.left, // Calculate Window WidthWindowRect.bottom-WindowRect.top,  // Calculate Window HeightNULL,                             // No Parent WindowNULL,                                // No MenuhInstance,                            // InstanceNULL)))                              // Dont Pass Anything To WM_CREATE{KillGLWindow();                              // Reset The DisplayMessageBox(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 Descriptor1,                                           // Version NumberPFD_DRAW_TO_WINDOW |                       // Format Must Support WindowPFD_SUPPORT_OPENGL |                       // Format Must Support OpenGLPFD_DOUBLEBUFFER,                          // Must Support Double BufferingPFD_TYPE_RGBA,                              // Request An RGBA Formatbits,                                      // Select Our Color Depth0, 0, 0, 0, 0, 0,                          // Color Bits Ignored0,                                         // No Alpha Buffer0,                                            // Shift Bit Ignored0,                                          // No Accumulation Buffer0, 0, 0, 0,                                    // Accumulation Bits Ignored16,                                         // 16Bit Z-Buffer (Depth Buffer)  0,                                            // No Stencil Buffer0,                                          // No Auxiliary BufferPFD_MAIN_PLANE,                               // Main Drawing Layer0,                                         // Reserved0, 0, 0                                      // Layer Masks Ignored};if (!(hDC=GetDC(hWnd)))                            // Did We Get A Device Context?{KillGLWindow();                             // Reset The DisplayMessageBox(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 DisplayMessageBox(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 DisplayMessageBox(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 DisplayMessageBox(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 DisplayMessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE;                             // Return FALSE}ShowWindow(hWnd,SW_SHOW);                       // Show The WindowSetForegroundWindow(hWnd);                        // Slightly Higher PrioritySetFocus(hWnd);                                  // Sets Keyboard Focus To The WindowReSizeGLScene(width, height);                   // Set Up Our Perspective GL Screenif (!InitGL())                                   // Initialize Our Newly Created GL Window{KillGLWindow();                               // Reset The DisplayMessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE;                                // Return FALSE}return TRUE;                                    // Success
}LRESULT CALLBACK WndProc(  HWND    hWnd,           // Handle For This WindowUINT   uMsg,           // Message For This WindowWPARAM    wParam,         // Additional Message InformationLPARAM 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ListboxonFindFilesInDir(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 Messagereturn 0;                             // Jump Back}case WM_KEYDOWN:                           // Is A Key Being Held Down?{keys[wParam] = TRUE;                  // If So, Mark It As TRUEreturn 0;                              // Jump Back}case WM_KEYUP:                             // Has A Key Been Released?{keys[wParam] = FALSE;                  // If So, Mark It As FALSEreturn 0;                             // Jump Back}case WM_SIZE:                              // Resize The OpenGL Window{ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Heightreturn 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 DefWindowProcreturn DefWindowProc(hWnd,uMsg,wParam,lParam);
}int WINAPI WinMain(    HINSTANCE   hInstance,          // InstanceHINSTANCE    hPrevInstance,      // Previous InstanceLPSTR       lpCmdLine,          // Command Line Parametersint           nCmdShow)           // Window Show State
{MSG        msg;                                    // Windows Message StructureBOOL    done=FALSE;                                // Bool Variable To Exit Loop// Ask The User Which Screen Mode They Preferif (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO){fullscreen=FALSE;                            // Windowed Mode}// Create Our OpenGL Windowif (!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 MessageDispatchMessage(&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 FALSEKillGLWindow();                      // Kill Our Current Windowfullscreen=!fullscreen;              // Toggle Fullscreen / Windowed Mode// Recreate Our OpenGL Windowif (!CreateGLWindow("NeHe's Texture Mapping Tutorial",640,480,16,fullscreen)){return 0;                     // Quit If Window Was Not Created}}}}// ShutdownKillGLWindow();                                 // Kill The Windowreturn (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) ;
}

此工程是一个Win32 api的工程;
预备在左侧显示模型文件列表;点击某个模型,在右侧载入对应模型;

首先添加列表框;

遍历文件夹获取文件列表;

为了定制对列表框的消息处理;增加列表框的窗口过程ListProc;

添加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

增加了上述代码以后的效果见上图;

尝试在双击列表框时载入另一个模型;

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()再载入另一个模型;提示:

cannot access private member declared in class 'CLoad3DS'

不能访问私有函数;

那么看来该类在一次运行中只能载入一个3ds模型;

我加了列表框之后的工程可下载;

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