Ok...here is all I am trying to do...I am trying to write a very simple isometric view program...what im currently doing is just drawing a set of 10x10 quads(made of triangles) which is fine. where i guess things get confusing to me is this: when i rotate the viewing transformation to get a nice angled look this obviously rotates the world coord system ? how can camera movement be done on a program like this with these rotations etc? does this even make sense =P
thanks
griffonz
UberNewbie Question
Started by GriffonZ, Jun 26 2001 04:43 PM
3 replies to this topic
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Posted 26 June 2001 - 11:35 PM
Camera movement can be done with rotations and translations but it is easier to use gluLookAt. I think that most OpenGL programmers thinks of roatations and translations affecting a local and not a world coord system. Some typical (pseudo) code:
glLoadIdentity();
gluLookAt(...);
drawQuads(); // in your example
// if you have some object you want to place in the world
for(eachObject) {
glPushMatrix();
glTranslate(...); // move the object to the proper place
glRotate(...); // rotate around itself
drawObject();
glPopMatrix();
}
glLoadIdentity();
gluLookAt(...);
drawQuads(); // in your example
// if you have some object you want to place in the world
for(eachObject) {
glPushMatrix();
glTranslate(...); // move the object to the proper place
glRotate(...); // rotate around itself
drawObject();
glPopMatrix();
}






