UberNewbie Question
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
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();
}
theres no really need for gluLookAt();
If you use glTranslatef BEFORE glRotatef it can rotate around itself. If you use glTranslatef after glRotatef then it uses the world coordinates.
If you use glTranslatef BEFORE glRotatef it can rotate around itself. If you use glTranslatef after glRotatef then it uses the world coordinates.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement