My objects are moving wierd with gluLookAt()
I have some gluSpheres that are rotating and translating around a sun sphere. When I take input from my keyboard to move around using gluLookAt my shperes end up moving off their axis? e.g. if the earth has north and south to indicate up and down when I pass a new value to gluLookAt the earth moves also to keep facing my camera from what I can tell. I don''t want it to move with gluLookAt I want them to stay 90degrees to the plane that they are on? Argh!! Thanks for any help.
You need to give the code which shows how you are drawing the spheres (what sort of rotations/translations in what order) and also the values you are passing to gluLookAt, for us to see whether you are using it correctly.
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MSN: nmaster42@hotmail.com, AIM: LockePick42, ICQ: 74128155
"It''s all part of the conspiracy of conspirators conspiring to conspire their own conspiracies..."
Code to render the spheres
main rendering ()
void CPlanet::Render(void){ glPushMatrix(); glTranslatef(planet_x, planet_y, planet_z); glRotatef(90.0f, 0.0f, 0.0f, 1.0f); glRotatef(75.0f, 0.0f, 1.0f, 0.0f); glRotatef(static_cast<float>(planet_rotation), 0.0f, 0.0f, 1.0f); glBindTexture(GL_TEXTURE_2D, texture); gluSphere(planet, planet_size, 100, 100); glPopMatrix();}
main rendering ()
void Render(void){ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D);// glEnable(GL_BLEND);// glEnable(GL_ALPHA_TEST); glLoadIdentity(); gluLookAt(pan_x, pan_y, pan_z, zoom_x, zoom_y, zoom_z, 0.0, 1.0, 0.0); planet[11].Render(); planet[0].Render(); planet[1].Render(); planet[2].Render(); planet[3].Render(); planet[4].Render(); planet[5].Render(); planet[6].Render(); planet[7].Render(); planet[8].Render(); planet[9].Render(); planet[10].Render();// glDisable(GL_ALPHA);// glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); SwapBuffers(g_hdc);}
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