glRotatef( xrotone, 1.0f, 0.0f, 0.0f); // Rotate on the x axis by xrot
glRotatef( yrotone, 0.0f, 1.0f, 0.0f); // Rotate on the y axis by yrot
glRotatef( zrotone, 0.0f, 0.0f, 1.0f); // Rotate on the z axis by zrot
glBindTexture(GL_TEXTURE_2D, texture[0]); // Select a texture to use
glBegin(GL_QUADS); // Start drawing quads
glNormal3f( 0.0f, 0.0f, 1.0f); // Light facing viewer
glTexCoord2f( 0.0f, 1.0f); // Top left part of texture
glVertex3f( -1.0f, 1.0f, 0.0f); // Top left point (front face)
glTexCoord2f( 0.0f, 0.0f); // Bottom left part of texture
glVertex3f( -1.0f, -1.0f, 0.0f); // Bottom left point (front face)
glTexCoord2f( 1.0f, 0.0f); // Bottom right part of point
glVertex3f( 1.0f, -1.0f, 0.0f); // Bottom right point (front face)
glTexCoord2f( 1.0f, 1.0f); // Top right of texture
glVertex3f( 1.0f, 1.0f, 0.0f); // Top right point (front face)
glNormal3f( 1.0f, 0.0f, 0.0f); // Light facing right of viewer
glTexCoord2f( 0.0f, 1.0f); // Top left part of texture
glVertex3f( 1.0f, 1.0f, 0.0f); // Top Left point(right face)
glTexCoord2f( 0.0f, 0.0f); // Bottom left part of texture
glVertex3f( 1.0f, -1.0f, 0.0f); // Bottom left point (right face)
glTexCoord2f( 1.0f, 0.0f); // Bottom right part of point
glVertex3f( 1.0f, -1.0f, 2.0f); // Bottom right point (right face)
glTexCoord2f( 1.0f, 1.0f); // Top right of texture
glVertex3f( 1.0f, 1.0f, 2.0f); // Top right point (right face)
glNormal3f( 0.0f, 0.0f, -1.0f); // Light facing away from viewer
glTexCoord2f( 0.0f, 1.0f); // Top left part of texture
glVertex3f( -1.0f, 1.0f, 2.0f); // Top left point (back face)
glTexCoord2f( 0.0f, 0.0f); // Bottom left part of texture
glVertex3f( -1.0f, -1.0f, 2.0f); // Bottom left point (back face)
glTexCoord2f( 1.0f, 0.0f); // Bottom right part of point
glVertex3f( 1.0f, -1.0f, 2.0f); // Bottom right point (back face)
glTexCoord2f( 1.0f, 1.0f); // Top right of texture
glVertex3f( 1.0f, 1.0f, 2.0f); // Top right point (back face)
glNormal3f( -1.0f, 0.0f, 0.0f); // Light facing left of viewer
glTexCoord2f( 0.0f, 1.0f); // Top left part of texture
glVertex3f( -1.0f, 1.0f, 0.0f); // Top Left point(left face)
glTexCoord2f( 0.0f, 0.0f); // Bottom left part of texture
glVertex3f( -1.0f, -1.0f, 0.0f); // Bottom left point (left face)
glTexCoord2f( 1.0f, 0.0f); // Bottom right part of point
glVertex3f( -1.0f, -1.0f, 2.0f); // Bottom right point (left face)
glTexCoord2f( 1.0f, 1.0f); // Top right of texture
glVertex3f( -1.0f, 1.0f, 2.0f); // Top right point (left face)
glNormal3f( 0.0f, 1.0f, 0.0f); // Light facing top of viewer
glTexCoord2f( 0.0f, 1.0f); // Top left part of texture
glVertex3f( 1.0f, 1.0f, 0.0f); // Top left point (top face)
glTexCoord2f( 0.0f, 0.0f); // Bottom left part of texture
glVertex3f( 1.0f, 1.0f, 2.0f); // Bottom left point (top face)
glTexCoord2f( 1.0f, 0.0f); // Bottom right part of point
glVertex3f( -1.0f, 1.0f, 2.0f); // Bottom left point (top face)
glTexCoord2f( 1.0f, 1.0f); // Top right of texture
glVertex3f( -1.0f, 1.0f, 0.0f); // Top right point (top face)
glNormal3f( 0.0f, -1.0f, 0.0f); // Light facing bottom of viewer
glTexCoord2f( 0.0f, 1.0f); // Top left part of texture
glVertex3f( 1.0f, -1.0f, 0.0f); // Top left point (top face)
glTexCoord2f( 0.0f, 0.0f); // Bottom left part of texture
glVertex3f( 1.0f, -1.0f, 2.0f); // Bottom left point (top face)
glTexCoord2f( 1.0f, 0.0f); // Bottom right part of point
glVertex3f( -1.0f, -1.0f, 2.0f); // Bottom left point (top face)
glTexCoord2f( 1.0f, 1.0f); // Top right of texture
glVertex3f( -1.0f, -1.0f, 0.0f); // Top right point (top face)
glEnd();
this is the code for one of the cubes
plz hlp
thx
"Those who serve no purpose, have no purpose"
Edited by - SonShadowCat on January 5, 2002 1:53:33 PM
Edited by - SonShadowCat on January 5, 2002 1:53:54 PM
Edited by - SonShadowCat on January 5, 2002 1:55:42 PM
Why did this happen?
now i made this little scene a while ago involving 2 textured cubes rotating
the thing is, in addition to rotating the cubes were going all over the place
here is the code
sry, the code didnt show up right( there is alot of space between the code for mine)
"Those who serve no purpose, have no purpose"
"Those who serve no purpose, have no purpose"
1. Are you translating back so that you can see the cubes correctly?
2. Are you pushing/popping the matrix?
No, HTML is not an OO language.
2. Are you pushing/popping the matrix?
No, HTML is not an OO language.
Try loading the identity matrix each time you draw the scene.
If you''re incrementing the rotation values without reseting the matrix, everything will be rotating from the position the matrix was in last (your second cube).
If you''re incrementing the rotation values without reseting the matrix, everything will be rotating from the position the matrix was in last (your second cube).
This topic is closed to new replies.
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