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Now you can follow NeHe's tutorials in Masm! (gl.def, glu.def, include.def here)


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While looking at Nehe's tutorial for opengl i noticed that they had a masm32 conversion for these examples, the tutorials start here:


then quickly realized the links were offline, but fortunately someone made a backup of most examples on github, including masm-converted ones, you can download them from here:


they used some definitions files that weren't included, luckily i found these .def files in the sources of a Northern Dragons' demogroup 4k intro named Trees, it was the only place to get them so i spread them here so you can compile and follow the great NeHe's tutorials!



please note that while these .def files are fairly complete, they don't have some opengl definitions; luckily the Trees' intro source also included the missing ones in an extra .def that i use too, here it is:


i made a example in masm using these .def too, the exe is 4kb unpacked but it features:

-screen scaling proportionally

-easy to customize resolutions

-fullscreen option that keeps the scaling ratio (set fullscreen to 1 in the .data group of the source)

-a colorful quad that takes the whole screen

-fairly minimal source to have a working pe-exe with opengl


(the opengl that comes with windows 95/98 displays gouraud-shade like this, it looks different on more modern windows)


note that including .def files doesn't grow your exe file!

i hope the template is useful for anyone! :)


Edited by ViL
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seems i had the wrong idea when i though windows 95/98 opengl behaved differently when you used gouraud shade colors, after more tests and the help of a friend realized it happens when you use gouraud shade colors on quads in virtual machines only, i'm sorry for the misunderstanding above

here's more information on what happens, i haven't found anyone pointing this out before, a good workaround as shown there is using two triangles instead of a quad

cheers! :D

Edited by ViL
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