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OpenGL OpenGL bitmap blitting

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I have been learning a lot of openGL lately, but one thing I haven''t been able to figure out is how do I draw flat bitmaps at particular pixel locations on the screen? I want to be able to simply provide pixel coordinates (ex. 388, 100) and have my sprite drawn there. I want to be able to write a game in openGL much the way I already can in DirectDraw, but add all of the excellent 3D features of openGL. And I don''t want to use direct3D. I will eventually, but right now I want to focus on openGL, because it seems to be easier to learn. Any help would be appreciated. -Mike

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You have to set up of your projection matrix to be orthogonal so that it does not do perspective transformations... It''s best that you shut of your Z-BUFFER test (since your 2D engine will probably have its own z-sorting anyways) I''ve used code similar to the following to display the frame rate of my program using a texturemap of numbers.

glOrtho(0.0f, screenWidth, 0.0f, screenHeight, -1.0f, 1.0f);

// disable the depth test so that the Z position of the
// numbers is irrelavant and they are drawn on top of
// everything else.




The only silliness is that the screen coordinates assume that (0, 0) is the lower left-hand corner of the screen, as opposed to the upper-right hand you may be more used to...

There are simple ways of remedying this in your code. I can''t exactly recall how to get OpenGL to fix it automatically, however.

There are several sources of information about this. I suggest you do a search with a reputable search engine for the string: OpenGL as a rasterizer

Good luck! Can''t wait to see what you come up with.


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Almost forgot!!! Before doing anything, make sure that your MODELVIEW Matrix is set to identity as well.


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