No cameras in OpenGL..... :(

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6 comments, last by Hodgman 13 years ago
OpenGL has no camera functions and its pipeline is sucky...

I find it harder than DirectX/more annoying as well...

How do you create a camera for OpenGL though? I know it doesn't really have any by default, except for the stupid, gay one that shows gay primitives and shit on the screen(nothing impressive to anyone).
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I know you are getting bored because your previous attempts at more subtle trolling did not produce the entertaining results you hoped for, but isn't this a bit too obvious?

I know you are getting bored because your previous attempts at more subtle trolling did not produce the entertaining results you hoped for, but isn't this a bit too obvious?


No, bro, I'm being serious...

I hate DirectX just as bad as the next bitch, but OpenGL has much easier functions even though, yeah, the lack of cameras and gay pipeline is a no-go...

What else do I have?

Allegro is shit.
I know when I see a troll going bored. The sad attempt at creating multiple flame war threats. The shift to insulting language, both in this thread and all others you posted in today. Normally I would not even bother to respond but the mods are being slow this morning and I wanted to prevent some poor guy who does not immediately recognize the signs to actually ignite the oil trail.

I know when I see a troll going bored. The sad attempt at creating multiple flame war threats. The shift to insulting language, both in this thread and all others you posted in today. Normally I would not even bother to respond but the mods are being slow this morning and I wanted to prevent some poor guy who does not immediately recognize the signs to actually ignite the oil trail.


I'm not a guy... >.<
The projection matrix is used to define the field-of-view of the camera, by loading a perspective matrix into it. You can use the [font="Lucida Console"]gluPerspective[/font] function to make one of these matrices (after calling [font="Lucida Console"]glMatrixMode[/font][font="Lucida Console"](GL_PROJECTION)[/font] ). To actual move the camera, you've got to use the model-view matrix (which moves the model/geometry, as well as the view/camera). To move the view around you can use [font="Lucida Console"]glTranslate[/font] / [font="Lucida Console"]glRotate[/font] (after calling [font="Lucida Console"]glMatrixMode[/font][font="Lucida Console"](GL_MODELVIEW)[/font] ).

The projection matrix is used to define the field-of-view of the camera, by loading a perspective matrix into it. You can use the [font="Lucida Console"]gluPerspective[/font] function to make one of these matrices (after calling [font="Lucida Console"]glMatrixMode[/font][font="Lucida Console"](GL_PROJECTION)[/font] ). To actual move the camera, you've got to use the model-view matrix (which moves the model/geometry, as well as the view/camera). To move the view around you can use [font="Lucida Console"]glTranslate[/font] / [font="Lucida Console"]glRotate[/font] (after calling [font="Lucida Console"]glMatrixMode[/font][font="Lucida Console"](GL_MODELVIEW)[/font] ).


GLUT is fucking annoying and pathetic....

Plus, you have to download it AND OpenGL...

Too many files I can't risk that much disk space flooding, sorry(I also have low RAM, only 1 GB).

That method is just so UNFITTING....Shame on OpenGL....

Needing add-ons to compare to DirectX. Hell this, I'm getting back to DirectX programming.
I didn't mention GLUT and BitMaster didn't call you a guy. Perhaps this comprehension impairment is the reason that you think that absolutely everything is shit and cannot understand anything you read?

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