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NeHe Lesson 14: Outline Fonts

Started by José Roca, July 25, 2008, 08:16:47 PM

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José Roca

The following example illustrates how to use outline fonts with OpenGL.

It is an adaptation of NeHe Lesson 14: http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=14


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

$WindowCaption = "NeHe Lesson 14"

%GL_WINDOWWIDTH  = 640         ' Window width
%GL_WINDOWHEIGHT = 480         ' Window height
%GL_BITSPERPEL   = 16          ' Color resolution in bits per pixel
%GL_DEPTHBITS    = 16          ' Depth of the depth (z-axis) buffer

GLOBAL hDC AS LONG             ' Device context handle
GLOBAL TextureHandle AS DWORD
GLOBAL hFont, hOldFont, FontBase AS DWORD
GLOBAL szText AS ASCIIZ * 256
GLOBAL rot, length AS SINGLE
GLOBAL gmf() AS GLYPHMETRICSFLOAT

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

   REDIM gmf(0 TO 255) AS GLYPHMETRICSFLOAT

   ' Select smooth shading
   glShadeModel %GL_SMOOTH
   ' Specify clear values for the color buffers
   glClearColor 0.0!, 0.0!, 0.0!, 0.0!
   ' Specify the clear value for the depth buffer
   glClearDepth 1.0!
   ' Enable depth comparisons and update the depth buffer
   glEnable %GL_DEPTH_TEST
   ' Specify the value used for depth-buffer comparisons
   glDepthFunc %GL_LEQUAL
   ' Really nice perspective calculations
   glHint %GL_PERSPECTIVE_CORRECTION_HINT, %GL_NICEST
   ' Enable default light (quick and dirty)
   glEnable %GL_LIGHT0
   ' Enable lighting (doesn't work with my computer)
'  glEnable %GL_LIGHTING
   ' Enable coloring of material
   glEnable %GL_COLOR_MATERIAL

   ' Storage for 256 characters
   FontBase = glGenLists(256)
   ' Build the font
   hFont = CreateFont(-12, _                             ' Height of the font
                       0, _                              ' Width of the font
                       0, _                              ' Angle of escapement
                       0, _                              ' Orientation angle
                       %FW_BOLD, _                       ' Font weight
                       %FALSE, _                         ' Italic
                       %FALSE, _                         ' Underline
                       %FALSE, _                         ' Strikeout
                       %ANSI_CHARSET, _                  ' Character set identifier
                       %OUT_TT_PRECIS, _                 ' Output precision
                       %CLIP_DEFAULT_PRECIS, _           ' Clipping precision
                       %ANTIALIASED_QUALITY, _           ' Output quality
                       %FF_DONTCARE OR %DEFAULT_PITCH, _ ' Family and pitch
                       "Comic Sans MS")                  ' Font name

   ' Select our font
   hOldFont = SelectObject(hDC, hFont)
   ' Creates a set of display lists, one for each glyph of the
   ' currently selected outline font of a device context
   wglUseFontOutlines _
      hDC, _                  ' Select the current DC
      0, _                    ' Starting character
      255, _                  ' Number of display lists to build
      FontBase, _             ' Starting display lists
      0.0!, _                 ' Deviation from the true outlines
      0.2!, _                 ' Font thickness in the Z direction
      %WGL_FONT_POLYGONS, _   ' Use polygons, not lines
      gmf(0)
   ' Select previous font
   SelectObject hDC, hOldFont
   ' Delete the font
   DeleteObject hFont

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 45.0!, 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)

   REGISTER i AS LONG

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

   ' Move ten units into the screen
   glTranslatef 0.0!, 0.0!, -10.0!
   ' Rotate on the X axis
   glRotatef rot, 1.0!, 0.0!, 0.0!
   ' Rotate on the Y axis
   glRotatef rot * 1.5!, 0.0!, 1.0!, 0.0!
   ' Rotate on the Z axis
   glRotatef rot * 1.4!, 0.0!, 0.0!, 1.0!
   ' Pulsing colors based on the rotation
   glColor3f 1.0! * COS(rot / 20.0!), 1.0! * SIN(rot / 25.0!), 1.0! - 0.5! * COS(rot / 17.0!)
   ' Print GL text to the screen
   szText = "NeHe - " & FORMAT$(rot / 50, "#.00")
   ' Loop to find text length
   length = 0
   FOR i = 0 TO LEN(szText) - 1
      ' Increase length by each characters width
      length = length + gmf(ASC(MID$(szText, i + 1, 1))).gmfCellIncX
   NEXT
   ' Center out text on the screen
   glTranslatef -length / 2 , 0.0!, 0.0!
   ' Pushes the display list bits
   glPushAttrib %GL_LIST_BIT
   ' Sets the base character to 0
   glListBase FontBase
   ' Draws the display list text
   glCallLists LEN(szText), %GL_UNSIGNED_BYTE, szText
   ' Pops the display list bits
   glPopAttrib
   ' Increase the rotation value
   rot = rot + 0.5!

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

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

   ' Delete the texture
   IF TextureHandle THEN glDeleteTextures(1, TextureHandle)
   ' Delete the lists
   glDeleteLists FontBase, 256

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

' =======================================================================================
' Processes keystrokes
' Parameters:
' * hwnd = Window hande
' * vKeyCode = Virtual key code
' * bKeyDown = %TRUE if key is pressed; %FALSE if it is released
' =======================================================================================
SUB ProcessKeystrokes (BYVAL hwnd AS DWORD, BYVAL vKeyCode AS LONG, BYVAL bKeyDown AS LONG)

   SELECT CASE AS LONG vKeyCode

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

   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, _                      ' extended styles
            szClassName, _                    ' window class name
            szCaption, _                      ' window caption
            dwStyle, _                        ' window style
            nLeft, _                          ' initial x position
            nTop, _                           ' initial y position
            nWidth, _                         ' initial x size
            nHeight, _                        ' initial y size
            %NULL, _                          ' parent window handle
            0, _                              ' window menu handle
            hInstance, _                      ' program instance handle
            BYVAL %NULL)                      ' creation parameters

   ' 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)   ' Size of the structure
         pfd.nVersion        = 1                               ' Version number
         pfd.dwFlags         = %PFD_DRAW_TO_WINDOW _           ' Format must support window
                               OR %PFD_SUPPORT_OPENGL _        ' Format must support OpenGL
                               OR %PFD_DOUBLEBUFFER            ' Format must support double buffering
         pfd.iPixelType      = %PFD_TYPE_RGBA                  ' Request an RGBA format
         pfd.cColorBits      = %GL_BITSPERPEL                  ' Number of color bitplanes in each color buffer
         pfd.cRedBits        = 0                               ' Number of red bitplanes in each RGBA color buffer.
         pfd.cRedShift       = 0                               ' Shift count for red bitplanes in each RGBA color buffer.
         pfd.cGreenBits      = 0                               ' Number of green bitplanes in each RGBA color buffer.
         pfd.cGreenShift     = 0                               ' Shift count for green bitplanes in each RGBA color buffer.
         pfd.cBlueBits       = 0                               ' Number of blue bitplanes in each RGBA color buffer.
         pfd.cBlueShift      = 0                               ' Shift count for blue bitplanes in each RGBA color buffer.
         pfd.cAlphaBits      = 0                               ' Number of alpha bitplanes in each RGBA color buffer
         pfd.cAlphaShift     = 0                               ' Shift count for alpha bitplanes in each RGBA color buffer.
         pfd.cAccumBits      = 0                               ' Total number of bitplanes in the accumulation buffer.
         pfd.cAccumRedBits   = 0                               ' Number of red bitplanes in the accumulation buffer.
         pfd.cAccumGreenBits = 0                               ' Number of gree bitplanes in the accumulation buffer.
         pfd.cAccumBlueBits  = 0                               ' Number of blue bitplanes in the accumulation buffer.
         pfd.cAccumAlphaBits = 0                               ' Number of alpha bitplanes in the accumulation buffer.
         pfd.cDepthBits      = %GL_DEPTHBITS                   ' Depth of the depth (z-axis) buffer.
         pfd.cStencilBits    = 0                               ' Depth of the stencil buffer.
         pfd.cAuxBuffers     = 0                               ' Number of auxiliary buffers.
         pfd.iLayerType      = %PFD_MAIN_PLANE                 ' Ignored. Earlier implementations of OpenGL used this member, but it is no longer used.
         pfd.bReserved       = 0                               ' Number of overlay and underlay planes.
         pfd.dwLayerMask     = 0                               ' Ignored. Earlier implementations of OpenGL used this member, but it is no longer used.
         pfd.dwVisibleMask   = 0                               ' Transparent color or index of an underlay plane.
         pfd.dwDamageMask    = 0                               ' Ignored. Earlier implementations of OpenGL used this member, but it is no longer used.

         ' 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
' =======================================================================================




José Roca

#1
 
The following example illustrates how to use outline fonts with OpenGL.

It is an adaptation of NeHe Lesson 14: http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=14


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

FUNCTION PBMAIN () AS LONG

   LOCAL nWidth, nHeight, running, frames, x, y, i AS LONG
   LOCAL t, t0, fps AS DOUBLE
   LOCAL szTitlestr AS ASCIIZ * 200
   LOCAL hWnd, hDC, hFont, hOldFont, FontBase AS DWORD
   LOCAL rot, length AS SINGLE
   LOCAL szText AS ASCIIZ * 256
   DIM   gmf(0 TO 255) AS GLYPHMETRICSFLOAT

   ' Initialize GLFW
   glfwInit

   ' Open OpenGL window
   IF ISFALSE glfwOpenWindow(640, 480, 0, 0, 0, 0, 16, 0, %GLFW_WINDOW) THEN
      glfwTerminate
      EXIT FUNCTION
   END IF

   ' Select smooth shading
   glShadeModel %GL_SMOOTH
   ' Specify clear values for the color buffers
   glClearColor 0.0!, 0.0!, 0.0!, 0.0!
   ' Specify the clear value for the depth buffer
   glClearDepth 1.0!
   ' Enable depth comparisons and update the depth buffer
   glEnable %GL_DEPTH_TEST
   ' Specify the value used for depth-buffer comparisons
   glDepthFunc %GL_LEQUAL
   ' Really nice perspective calculations
   glHint %GL_PERSPECTIVE_CORRECTION_HINT, %GL_NICEST
   ' Enable default light (quick and dirty)
   glEnable %GL_LIGHT0
   ' Enable lighting (doesn't work with my computer)
'  glEnable %GL_LIGHTING
   ' Enable coloring of material
   glEnable %GL_COLOR_MATERIAL

   ' Storage for 256 characters
   FontBase = glGenLists(256)
   ' Build the font
   hFont = CreateFont(-12, _                             ' Height of the font
                       0, _                              ' Width of the font
                       0, _                              ' Angle of escapement
                       0, _                              ' Orientation angle
                       %FW_BOLD, _                       ' Font weight
                       %FALSE, _                         ' Italic
                       %FALSE, _                         ' Underline
                       %FALSE, _                         ' Strikeout
                       %ANSI_CHARSET, _                  ' Character set identifier
                       %OUT_TT_PRECIS, _                 ' Output precision
                       %CLIP_DEFAULT_PRECIS, _           ' Clipping precision
                       %ANTIALIASED_QUALITY, _           ' Output quality
                       %FF_DONTCARE OR %DEFAULT_PITCH, _ ' Family and pitch
                       "Comic Sans MS")                  ' Font name

   ' Retrieve the window handle
   hWnd = FindWindow("GLFW", BYVAL %NULL)
   ' Retrieve the device context
   hDC = GetDC(hWnd)
   ' Select our font
   hOldFont = SelectObject(hDC, hFont)
   ' Creates a set of display lists, one for each glyph of the
   ' currently selected outline font of a device context
   wglUseFontOutlines _
      hDC, _                  ' Select the current DC
      0, _                    ' Starting character
      255, _                  ' Number of display lists to build
      FontBase, _             ' Starting display lists
      0.0!, _                 ' Deviation from the true outlines
      0.2!, _                 ' Font thickness in the Z direction
      %WGL_FONT_POLYGONS, _   ' Use polygons, not lines
      gmf(0)
   ' Select previous font
   SelectObject hDC, hOldFont
   ' Delete the font
   DeleteObject hFont
   ' Release the device context
   ReleaseDC hWnd, hDC

   ' Enable sticky keys
   glfwEnable %GLFW_STICKY_KEYS

   ' Main loop
   running = %TRUE
   frames = 0
   t0 = glfwGetTime

   DO WHILE running

      ' Get time and mouse position
      t = glfwGetTime
      glfwGetMousePos x, y
      ' Calculate and display FPS (frames per second)
      IF t - t0 > 1.0! OR frames = 0 THEN
         fps = frames / (t-t0)
         wsprintf szTitlestr, "NEHE Lesson 14 (%i FPS)", BYVAL fps
         glfwSetWindowTitle szTitlestr
         t0 = t
         frames = 0
      END IF
      frames = frames + 1

      '  Get window size (may be different than the requested size)
      glfwGetWindowSize nWidth, nHeight
      IF nHeight <= 0 THEN nHeight = 1

      ' Set viewport
      glViewport 0, 0, nWidth, nHeight

      ' Clear the screen and depth buffers
      glClear %GL_COLOR_BUFFER_BIT OR %GL_DEPTH_BUFFER_BIT

      ' Select and setup the projection matrix
      glMatrixMode %GL_PROJECTION
      glLoadIdentity

      ' Calculate the aspect ratio of the window
      gluPerspective 45.0!, nWidth/nHeight, 1.0!, 100.0!

      ' Select and setup the modelview matrix
      glMatrixMode %GL_MODELVIEW
      glLoadIdentity

      ' Move ten units into the screen
      glTranslatef 0.0!, 0.0!, -10.0!
      ' Rotate on the X axis
      glRotatef rot, 1.0!, 0.0!, 0.0!
      ' Rotate on the Y axis
      glRotatef rot * 1.5!, 0.0!, 1.0!, 0.0!
      ' Rotate on the Z axis
      glRotatef rot * 1.4!, 0.0!, 0.0!, 1.0!
      ' Pulsing colors based on the rotation
      glColor3f 1.0! * COS(rot / 20.0!), 1.0! * SIN(rot / 25.0!), 1.0! - 0.5! * COS(rot / 17.0!)
      ' Print GL text to the screen
      szText = "NeHe - " & FORMAT$(rot / 50, "#.00")
      ' Loop to find text length
      length = 0
      FOR i = 0 TO LEN(szText) - 1
         ' Increase length by each characters width
         length = length + gmf(ASC(MID$(szText, i + 1, 1))).gmfCellIncX
      NEXT
      ' Center out text on the screen
      glTranslatef -length / 2 , 0.0!, 0.0!
      ' Pushes the display list bits
      glPushAttrib %GL_LIST_BIT
      ' Sets the base character to 0
      glListBase FontBase
      ' Draws the display list text
      glCallLists LEN(szText), %GL_UNSIGNED_BYTE, szText
      ' Pops the display list bits
      glPopAttrib
      ' Increase the rotation value
      rot = rot + 0.5!

      ' Swap buffers
      glfwSwapBuffers

      ' Check if the ESC key was pressed or the window was closed
      running = NOT glfwGetKey(%GLFW_KEY_ESC) AND glfwGetWindowParam(%GLFW_OPENED)

   LOOP

   ' Deletes the lists
   glDeleteLists FontBase, 256

   ' Close OpenGL window and terminate GLFW
   glfwTerminate

END FUNCTION