Setting up a camera with SFML and raw opengl calls

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0 comments, last by sun1 9 years, 6 months ago
Hi,
I'm having some trouble with using an sf::VIew as a camera when mixing raw opengl calls with SFML. For example, here in my code I'm mixing opengl calls with SFML: https://github.com/SundeepK/Clone/blob/wip/add_splittable_enviroment/src/Game.cpp#L58. Everything drawn by SFML is correct but the textures drawn manually using opengl calls follow the camera when the player moves, rather than staying put. Here's an example image: http://i.imgur.com/umME791.png?1 . When I move, you can see that the wooden texture follows rather than staying where it's box2d body is.
What would be the general way of handling a camera in this scenario? Would I need to write a custom camera class?
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I managed to fix the problem by using a camera specific for opengl. So I maintain an sf::View for SFML related drawing and a camera class for opengl related calls. I don't know if this is best practice, but it seems to work. I also read that raw opengl calls should be maintained sperate from sfml, so I guess it would make sense to have seperate camera's. On a side note, my texture still ins't being drawn in the correct place. Here's an image showing what I mean: http://postimg.org/image/vfzruhsv7/ . Moving around correctly leave the texture in one place, but it's not located where the green box should be.

I suspect the problem maybe with how I draw my texture (https://github.com/SundeepK/Clone/blob/wip/add_splittable_enviroment/src/systems/OpenGLTextureRenderer.cpp). Though I cannot see what maybe wrong.

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