void InitGame() { char path[128]; sprintf(path, "%s", "sprite.bgfx"); sprite.Load(path); glEnable(GL_TEXTURE_2D); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepthf(1.0f); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_CULL_FACE); glShadeModel(GL_SMOOTH); return; }
// Just a quick helper function BOOL LoadSprite(std::wstring path, std::wstring filename, CD2D *renderer, CSprite **ppRet) { std::wostringstream ss; ss << path.c_str() << L"\\" << filename.c_str(); CSprite *spr = new CSprite(); auto bRet = spr->Load(ss.str(), renderer); if (!bRet) { std::wostringstream ssMsg(L"Failed to load '"); ssMsg << ss.str().c_str() << "'!"; MessageBox(NULL, ssMsg.str().c_str(), L"Error", MB_OK | MB_ICONERROR); return FALSE; } *ppRet = spr; return TRUE; }