Sign in to follow this  

OpenGL Help, adding a weapon model to a shooter.

Recommended Posts

da-funk    122
Hello people, I'm a noob at opengl but as a final project at college i decided to make a simple shooter (very simple one). so i made the world and everything, i used glLookAt() function to explore the world with camera , and now i wanted to add a gun model instead of the mouse cursor, that means i want a 3d gun model (.MD2 / .3DS / .MD3) to be fixed at the bottom/center of the screen like a real shooter. i tried to use GL_PERSPECTIVE to achieve that , but i never get the desired outcome. i'll add code and everything needed ! please , i'm running out of time... Thanks for your time.

Share this post

Link to post
Share on other sites
texel3d    156

After you draw the scene, use glLoadIdentity() to reset your matrices and display the gun like you would do to just render the gun.

Share this post

Link to post
Share on other sites
da-funk    122
hey, thanks for the fast response.
i tried what you told me to like so:

. // rest of the scene

m16->Draw(); // draw 3ds weapon model

and i don't see the gun at all.

i made sure he would be painted in the right place.

Share this post

Link to post
Share on other sites
mmakrzem    1036
you may be rendering the gun outside the clipping area of your screen.

What are are near and far clipping planes set to?

Render your gun with an offset so that it shows up infront of your camera rather than at the location of the camera.

Share this post

Link to post
Share on other sites
da-funk    122
Hey, wow thanks guys finally i made it, i got the gun up and running, but as i progress a new problem arise , now the gun won't stop reloading(bullets) and shooting animation .. i tried to set the animation number for a different int other then 0 , but still nothing , it keeps moving. here is the code i used.

glLoadIdentity(); //clear the matrix
glTranslatef(0.05 , -.03, -.1); // pos of gun
glRotatef(205.0 , 0.0 , 1.0 , 0.0);
glRotatef(-15.0 , 1.0 , 0.0 , 0.0);
glRotatef(-5.0 , .0 , 0.0 , 1.0);
Pickup.DrawModel ( bAnimated ? timesec : 0.0 ); //draw md2 model

the definition of timesec is like so:

float timesec = CTimer::GetInstance()->GetTimeMSec() / 1000.0;

i'm sure there's a smarter way of doing that :) , thanks.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Similar Content

    • By ZeldaFan555
      Hello, My name is Matt. I am a programmer. I mostly use Java, but can use C++ and various other languages. I'm looking for someone to partner up with for random projects, preferably using OpenGL, though I'd be open to just about anything. If you're interested you can contact me on Skype or on here, thank you!
      Skype: Mangodoor408
    • By tyhender
      Hello, my name is Mark. I'm hobby programmer. 
      So recently,I thought that it's good idea to find people to create a full 3D engine. I'm looking for people experienced in scripting 3D shaders and implementing physics into engine(game)(we are going to use the React physics engine). 
      And,ye,no money =D I'm just looking for hobbyists that will be proud of their work. If engine(or game) will have financial succes,well,then maybe =D
      Sorry for late replies.
      I mostly give more information when people PM me,but this post is REALLY short,even for me =D
      So here's few more points:
      Engine will use openGL and SDL for graphics. It will use React3D physics library for physics simulation. Engine(most probably,atleast for the first part) won't have graphical fron-end,it will be a framework . I think final engine should be enough to set up an FPS in a couple of minutes. A bit about my self:
      I've been programming for 7 years total. I learned very slowly it as "secondary interesting thing" for like 3 years, but then began to script more seriously.  My primary language is C++,which we are going to use for the engine. Yes,I did 3D graphics with physics simulation before. No, my portfolio isn't very impressive. I'm working on that No,I wasn't employed officially. If anybody need to know more PM me. 
    • By Zaphyk
      I am developing my engine using the OpenGL 3.3 compatibility profile. It runs as expected on my NVIDIA card and on my Intel Card however when I tried it on an AMD setup it ran 3 times worse than on the other setups. Could this be a AMD driver thing or is this probably a problem with my OGL code? Could a different code standard create such bad performance?
    • By Kjell Andersson
      I'm trying to get some legacy OpenGL code to run with a shader pipeline,
      The legacy code uses glVertexPointer(), glColorPointer(), glNormalPointer() and glTexCoordPointer() to supply the vertex information.
      I know that it should be using setVertexAttribPointer() etc to clearly define the layout but that is not an option right now since the legacy code can't be modified to that extent.
      I've got a version 330 vertex shader to somewhat work:
      #version 330 uniform mat4 osg_ModelViewProjectionMatrix; uniform mat4 osg_ModelViewMatrix; layout(location = 0) in vec4 Vertex; layout(location = 2) in vec4 Normal; // Velocity layout(location = 3) in vec3 TexCoord; // TODO: is this the right layout location? out VertexData { vec4 color; vec3 velocity; float size; } VertexOut; void main(void) { vec4 p0 = Vertex; vec4 p1 = Vertex + vec4(Normal.x, Normal.y, Normal.z, 0.0f); vec3 velocity = (osg_ModelViewProjectionMatrix * p1 - osg_ModelViewProjectionMatrix * p0).xyz; VertexOut.velocity = velocity; VertexOut.size = TexCoord.y; gl_Position = osg_ModelViewMatrix * Vertex; } What works is the Vertex and Normal information that the legacy C++ OpenGL code seem to provide in layout location 0 and 2. This is fine.
      What I'm not getting to work is the TexCoord information that is supplied by a glTexCoordPointer() call in C++.
      What layout location is the old standard pipeline using for glTexCoordPointer()? Or is this undefined?
      Side note: I'm trying to get an OpenSceneGraph 3.4.0 particle system to use custom vertex, geometry and fragment shaders for rendering the particles.
    • By markshaw001
      Hi i am new to this forum  i wanted to ask for help from all of you i want to generate real time terrain using a 32 bit heightmap i am good at c++ and have started learning Opengl as i am very interested in making landscapes in opengl i have looked around the internet for help about this topic but i am not getting the hang of the concepts and what they are doing can some here suggests me some good resources for making terrain engine please for example like tutorials,books etc so that i can understand the whole concept of terrain generation.
  • Popular Now