# OpenGL OpenGL Perspective Problems

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I'm using a rotating camera, but when I rotate it, the perspective renders incorrectly. Here is a sample: Before rotating: http://www.imagehosting.com/out.php/i879903_Screen1.jpg After rotating; http://www.imagehosting.com/out.php/i879904_Screen2.jpg The camera manipulations are done just by using gluLookAt. I don't know why it is rendering wrong and I didn't have any success trying to find it out. For reference, the board is a quadrangle (GL_QUAD) and, the pawns are (horribly skinned :P) models loaded from OBJ files using GLM. I don't think this has anything to do with it, though. Thanks in advance for any help!

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Don't suppose that you're rendering things in an orthographic projection as apposed to perspective are you?

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From those pictures, it looks to me like the pawns are not actually positioned properly.

Though it's hard to tell with depth testing disabled, it's looks like the pawns are positioned with their origins, rather than their bases, on the board's surface.

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The view is definitely perspective (although I still don't understand why any view would distort relative positions at all). Depth testing is enabled and the pawns "slide" no matter where I position them on the board.

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make sure you're rotating the modelview and not projection matrix.

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Quote:
 Original post by pooispooisThe view is definitely perspective (although I still don't understand why any view would distort relative positions at all). Depth testing is enabled and the pawns "slide" no matter where I position them on the board.

If depth testing is enabled, then why is the black pawn at e5 covering the top of the white pawn at e4 in both pictures?

Mind you, there's only so much we can determine with seeing your source code.

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