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OpenGL *RESOLVED*Drawing a grid in openGL

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This question sounds noobish, but its been giving me problems for a while. Here goes... HOW DO I DRAW A GRID IN OPENGL? Its just a simple 2D grid. I'm using an orthographic projection with a maximum x and maximum y values of 100 and minimums of 0. I need a little bit of code....I'm not lazy, I'm going MAD!!! I want the user to be able to specify the dimensions of a map, and a grid of lines to be drawn. With all the previous pieces of code I tried, I get a grid of lines, but some of them are offset, messing up the grid. I want each space to be equal, even if the grid goes offscreen. I'm actually using this for a tile based RPG. If anyone here has ever used RPG Maker 2003 or such, it would be easier to understand the sort of grid I'm talking about. Thanks in advance. [Edited by - GavRobbs on December 30, 2007 10:29:04 AM]

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Use GL_LINES. E.G:


for(int x = 0; x < 10; x++){
glBegin(GL_LINE_LOOP);
glVertex3f(x,0,0);
glVertex3f(x,10,0);
glEnd();
};

for(int y = 0; y < 10; y++){
glBegin(GL_LINE_LOOP);
glVertex3f(y,0,0);
glVertex3f(y,10,0);
glEnd();
};



replace the constants in that code (the numbers I hard coded) with some variables, and put the code in a function, something like:

drawGrid(float xpos, float ypos, float xsize, float ysize, float xspacing, float yspacing);

I'll leave the rest to you.

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Been there, done that. The squares on the grid always turn out too small. If I set the numbers in the coordinates of glVertex to bigger numbers, it ends up with a shape like a big box in the middle, but a lot of lines around the edges.

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[source lang = "cpp"]
void CApplication::DrawBox()
{
glBegin(GL_LINE_LOOP);
glVertex2i(0,0);
glVertex2i(0,10);
glVertex2i(10,10);
glVertex2i(10,0);
glEnd();
};

void CApplication::DrawGrid()
{
int i = 0;
int j = 0;
for(i = 0; i < data.width;i++)
{
for(j = 0; j < data.height;j++)
{
glLoadIdentity();
glTranslatef((i * 10),(j * 10),0.0f);
DrawBox();
};
};
DrawBox();
};



There it is. I hope that you can help me out. Remember the max is (100,100) and (0,0) is the minimum.

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If you draw them as boxes, you're duplicating a lot of lines. There isn't any reason to do two loops either. If you're in ortho mode with a height and width of 100:


glBegin(GL_LINES);
for(int i = 0; i <= 100; i += 10)
{
glVertex3f((float)i, 0.0f, 0.0f);
glVertex3f((float)i, 100.0f, 0.0f);
glVertex3f(0.0f, (float)i, 0.0f);
glVertex3f(100.0f, (float)i, 0.0f)
}
glEnd();




And of course use dimension variables where appropriate.

[Edited by - tstrimp on December 29, 2007 10:03:19 PM]

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im drunk so ill answer

glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();

glBegin( GL_LINES );
float X = 20; // how many lines
for ( float f=-1.0 f<=1.0; f += 2.0/(X))
glVertex3f(f,-1);
glVertex3f(f,1);
glEnd();

im sure u can manage the horizontal lines

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Actually, my drawing code was correct. My problem was with the window. The window was set to be 800 * 600. Well, when the window is normal sized, everything seems okay, but when maximized there's a problem. Then I realized... Normal sized is 800*600 and maximized is 1024 * 768, my current screen size. So therefore, the window shouldn't be maximized. DUH! lol.

Thanks for all the help anyway.

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