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    • By codelyoko373
      I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
      I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
      I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
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    • By Jens Eckervogt
      Hello everyone, 
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      using System; using OpenTK; using OpenTK.Input; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL4; using System.Drawing; using System.Reflection; namespace Tutorial_05 { class Game : GameWindow { private static int WIDTH = 1200; private static int HEIGHT = 720; private static KeyboardState keyState; private int vaoID; private int vboID; private int iboID; private Vector3[] vertices = { new Vector3(-0.5f, 0.5f, 0.0f), // V0 new Vector3(-0.5f, -0.5f, 0.0f), // V1 new Vector3(0.5f, -0.5f, 0.0f), // V2 new Vector3(0.5f, 0.5f, 0.0f) // V3 }; private Vector2[] texcoords = { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) }; private int[] indices = { 0, 1, 3, 3, 1, 2 }; private string vertsrc = @"#version 450 core in vec3 position; in vec2 textureCoords; out vec2 pass_textureCoords; void main(void) { gl_Position = vec4(position, 1.0); pass_textureCoords = textureCoords; }"; private string fragsrc = @"#version 450 core in vec2 pass_textureCoords; out vec4 out_color; uniform sampler2D textureSampler; void main(void) { out_color = texture(textureSampler, pass_textureCoords); }"; private int programID; private int vertexShaderID; private int fragmentShaderID; private int textureID; private Bitmap texsrc; public Game() : base(WIDTH, HEIGHT, GraphicsMode.Default, "Tutorial 05 - Texturing", GameWindowFlags.Default, DisplayDevice.Default, 4, 5, GraphicsContextFlags.Default) { } protected override void OnLoad(EventArgs e) { base.OnLoad(e); CursorVisible = true; GL.GenVertexArrays(1, out vaoID); GL.BindVertexArray(vaoID); GL.GenBuffers(1, out vboID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * Vector3.SizeInBytes), vertices, BufferUsageHint.StaticDraw); GL.GenBuffers(1, out iboID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(int)), indices, BufferUsageHint.StaticDraw); vertexShaderID = GL.CreateShader(ShaderType.VertexShader); GL.ShaderSource(vertexShaderID, vertsrc); GL.CompileShader(vertexShaderID); fragmentShaderID = GL.CreateShader(ShaderType.FragmentShader); GL.ShaderSource(fragmentShaderID, fragsrc); GL.CompileShader(fragmentShaderID); programID = GL.CreateProgram(); GL.AttachShader(programID, vertexShaderID); GL.AttachShader(programID, fragmentShaderID); GL.LinkProgram(programID); // Loading texture from embedded resource texsrc = new Bitmap(Assembly.GetEntryAssembly().GetManifestResourceStream("Tutorial_05.example.png")); textureID = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, textureID); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Linear); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, texsrc.Width, texsrc.Height, 0, PixelFormat.Bgra, PixelType.UnsignedByte, IntPtr.Zero); System.Drawing.Imaging.BitmapData bitmap_data = texsrc.LockBits(new Rectangle(0, 0, texsrc.Width, texsrc.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppRgb); GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, texsrc.Width, texsrc.Height, PixelFormat.Bgra, PixelType.UnsignedByte, bitmap_data.Scan0); texsrc.UnlockBits(bitmap_data); GL.Enable(EnableCap.Texture2D); GL.BufferData(BufferTarget.TextureBuffer, (IntPtr)(texcoords.Length * Vector2.SizeInBytes), texcoords, BufferUsageHint.StaticDraw); GL.BindAttribLocation(programID, 0, "position"); GL.BindAttribLocation(programID, 1, "textureCoords"); } protected override void OnResize(EventArgs e) { base.OnResize(e); GL.Viewport(0, 0, ClientRectangle.Width, ClientRectangle.Height); } protected override void OnUpdateFrame(FrameEventArgs e) { base.OnUpdateFrame(e); keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Key.Escape)) { Exit(); } } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); // Prepare for background GL.Clear(ClearBufferMask.ColorBufferBit); GL.ClearColor(Color4.Red); // Draw traingles GL.EnableVertexAttribArray(0); GL.EnableVertexAttribArray(1); GL.BindVertexArray(vaoID); GL.UseProgram(programID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, IntPtr.Zero); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture3D, textureID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0); GL.DisableVertexAttribArray(0); GL.DisableVertexAttribArray(1); SwapBuffers(); } protected override void OnClosed(EventArgs e) { base.OnClosed(e); GL.DeleteVertexArray(vaoID); GL.DeleteBuffer(vboID); } } } I can not remember where do I add GL.Uniform2();
    • By Jens Eckervogt
      Hello everyone
      For @80bserver8 nice job - I have found Google search. How did you port from Javascript WebGL to C# OpenTK.?
      I have been searched Google but it shows f***ing Unity 3D. I really want know how do I understand I want start with OpenTK But I want know where is porting of Javascript and C#?
       
      Thanks!
    • By mike44
      Hi
      I draw in a OpenGL framebuffer. All is fine but it eats FPS (frames per second), hence I wonder if I could execute the framebuffer drawing only every 5-10th loop or so?
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    • By cebugdev
      hi all,
      how to implement this type of effect ? 
      Also what is this effect called? this is considered volumetric lighting?
      what are the options of doing this? 
      a. billboard? but i want this to have the 3D effect that when we rotate the camera we can still have that 3d feel.
      b. a transparent 3d mesh? and we can animate it as well?
      need your expert advise.
       
      additional:
      2. how to implement things like fireball projectile (shot from a monster) (billboard texture or a 3d mesh)?
       
      Note: im using OpenGL ES 2.0 on mobile. 
       
      thanks!
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OpenGL Degrees on rotation

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Hiya, Is it just me or is the rotation circle a bit backwards in openGL?? Because when I start my quad at 0 degrees (pointing right), it is fine. But when I start it at 270 (supposed to be pointing down), the pic on the quad points up. And the same goes for 90 degrees, it is opposite. Is this how it is, or am I setting things up improperly somewhere??

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OpenGL uses a right-handed coordinate system and (AFAIK) right-handed rotations. This means that if you hold up your right hand, stick out your thumb, and wrap your other fingers around, the curl of your fingers is the direction of positive rotation about an axis pointing in the direction of your thumb. If you are for some reason expecting positive rotation to go the other way, then that would explain why things seem wrong to you. Otherwise, I'm not sure.

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Well usually the right is 0 degrees, and the top is 90 degrees, left side of ur hand is 180, and bottom is 270 right??

But for me, Im getting the 90 and 270 opposite.

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Is this 2d? If you're looking at the xy plane, with the +z axis pointing towards you, what you describe should be correct. You might try drawing the +x and +y axes onscreen to make sure you're oriented correctly. Also, are you using glRotate(), or your own matrix library? Using your own library, it's easy to get things transposed, resulting in the rotations going the wrong way.

Anyway, I'd recommend giving as much information about the problem as you can; then it should be easy to solve.

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Im not sure what other info I can give you to be completely honest.
I am using 2d.
I have an image of an arrow pointing right initially. I always rotate the image I am having issues with by x amount of degrees. I start at 90 degrees, and it points down. When I am at 270 degrees that arrow points up. Then I allow it to rotate in the quadrants of 0-90, and 360-270 (which is half a circle).

The only problem is, the circle is upside down... as I have described. Everything works, but dammit I wanna know why this is happening.

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Alright, well to be honest there isn't much code that is relevant... haha. It's one of those things you gotta see because everything seems to work except just not the way you expected.
Relevant code in Entity.cpp
void Entity::IncreaseAngle()
{
if(ammoStr.degree < 0)
ammoStr.degree += 360;

if((ammoStr.degree > 269 || ammoStr.degree < 91) || !incrDeg)
ammoStr.degree--;

incrDeg = TRUE;
Show();
return;
}

void Entity::DecreaseAngle()
{
if(ammoStr.degree > 360)
ammoStr.degree -= 360;

if((ammoStr.degree > 269 || ammoStr.degree < 91) || incrDeg)
ammoStr.degree++;

incrDeg = FALSE;
Show();
return;
}

Relevant code in Video.cpp
//Draw arm of player who is throwing
float p1_x = ent1->GetMapX();
float p1_y = ent1->GetMapY();
float p2_x = ent2->GetMapX();
float p2_y = ent2->GetMapY();

glBindTexture(GL_TEXTURE_2D, g_textureID[ent1->GetTextureID()]);
glLoadIdentity();
switch(turn)
{
case PLAYER1_TURN:
if(ent1->GetIndex() == AIMING)
{
glTranslatef(p1_x * TILE_SIZE + TILE_SIZE/2, p1_y * TILE_SIZE - TILE_SIZE/2, 0.0f);
glRotatef((float)ent1->GetAngle(), 0.0f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(SPRITE_SIZE * 2, SPRITE_SIZE * 6); glVertex2f((float)(-TILE_SIZE/2), (float)(-TILE_SIZE/2)); // Bottom Left Of the Texture and Quad
glTexCoord2f(SPRITE_SIZE * 3, SPRITE_SIZE * 6); glVertex2f((float)(TILE_SIZE/2), (float)(-TILE_SIZE/2)); // Bottom Right Of the Texture and Quad
glTexCoord2f(SPRITE_SIZE * 3, SPRITE_SIZE * 7); glVertex2f((float)(TILE_SIZE/2), (float)(TILE_SIZE/2)); // Top Right Of the Texture and Quad
glTexCoord2f(SPRITE_SIZE * 2, SPRITE_SIZE * 7); glVertex2f((float)(-TILE_SIZE/2), (float)(TILE_SIZE/2)); // Top Left of the Texture and Quad
glEnd();
}
break;
case PLAYER2_TURN:
if(ent2->GetIndex() == AIMING)
{
glRotatef((float)ent2->GetAngle(), 0.0f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(SPRITE_SIZE * 2, SPRITE_SIZE * 6); glVertex2f((float)(p1_x * TILE_SIZE), (float)(p1_y * TILE_SIZE)); // Bottom Left Of The Texture and Quad
glTexCoord2f(SPRITE_SIZE * 3, SPRITE_SIZE * 6); glVertex2f((float)(p1_x * TILE_SIZE + TILE_SIZE), (float)(p1_y * TILE_SIZE)); // Bottom Right Of The Texture and Quad
glTexCoord2f(SPRITE_SIZE * 3, SPRITE_SIZE * 7); glVertex2f((float)(p1_x * TILE_SIZE+ TILE_SIZE), (float)(p1_y * TILE_SIZE - TILE_SIZE)); // Top Right Of The Texture and Quad
glTexCoord2f(SPRITE_SIZE * 2, SPRITE_SIZE * 7); glVertex2f((float)(p1_x * TILE_SIZE), (float)(p1_y * TILE_SIZE - TILE_SIZE)); // Top left of the texture and quad
glEnd();
}
break;
}

So yea, I start off with my Entity having a degree of 90, which makes the arrow point down (rather than up). And in my Video.cpp file I render the arrow if the player is aiming. Not much to it.
Worse comes to worse, I'll post the project. I'm still very curious why this happens.

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I'm not seeing any problem...

270

180 o 000

090
Why do you think clockwise rotation is abnormal?
Are you expecting to be rotating the cameraview matrix or the modelview?

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modelview
I think it's odd because I usually see circular diagrams with the 90 and 270 opposite.
But whatever, it's not a big deal I guess.

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