rotation in 3d..
What exactly would I write to slow down the roation of a 3d object, the object I am using is a basic figure made of blocks(just to test out some stuff), and I just was wondering if I could make the rotation slower. If this is an extremely complicated thing, please, just reply telling me it is complicating, because I am just getting around texture mapping now, so I am just between newbie/intermediate, and prob. closer to newbie. Its not really something I need, I am just curios of openGLs capabilites
"I''''ve sparred with creatures from the nine hells themselves... I barely plan on breaking a sweat here, today."~Drizzt Do''''Urden
Floats are your friend!
here''s a slow rotation example.
Render() {
...
glTranslatef(0.0f, 0.0f, 0.0f); // whever you need
glPushMatrix(); // save current matrix, work with new one
glRotatef(objectXRot, 1.0f, 0.0f, 0.0f); // rotate x
glRotatef(objectYRot, 0.0f, 1.0f, 0.0f); // rotate y
glRotatef(objectXRot, 0.0f, 0.0f, 1.0f); // rotate z
DrawObjectHere(); // draw object (cube, sphere...)
glPopMatrix(); // i''m done with this matrix! get the old one back
objectXRot += 0.01f; // set new global x,y,z
objectYRot += 0.01f;
objectZRot += 0.01f;
...
}
This would draw whatever your doing with a very slow rotation. Hence the x, y and z increment of only 0.01.
Good luck!
And if there''s a problem with what I said, forgive me. I''m a newbie too! =)
- Mike
here''s a slow rotation example.
Render() {
...
glTranslatef(0.0f, 0.0f, 0.0f); // whever you need
glPushMatrix(); // save current matrix, work with new one
glRotatef(objectXRot, 1.0f, 0.0f, 0.0f); // rotate x
glRotatef(objectYRot, 0.0f, 1.0f, 0.0f); // rotate y
glRotatef(objectXRot, 0.0f, 0.0f, 1.0f); // rotate z
DrawObjectHere(); // draw object (cube, sphere...)
glPopMatrix(); // i''m done with this matrix! get the old one back
objectXRot += 0.01f; // set new global x,y,z
objectYRot += 0.01f;
objectZRot += 0.01f;
...
}
This would draw whatever your doing with a very slow rotation. Hence the x, y and z increment of only 0.01.
Good luck!
And if there''s a problem with what I said, forgive me. I''m a newbie too! =)
- Mike
I think I understand now. I think though, what I really need to do is make the camera rotate around an object, I figured if I make the object rotate slowly I could probably make a decent newbie matrix effect, lol. The problem is though, I remember reading in my book, something abot once the camera position is declared for the model, it cant change? I dont know maybe its the OpenGL Dreams I have been having, lol, j/k. There has to be a way to do it.
"I''''ve sparred with creatures from the nine hells themselves... I barely plan on breaking a sweat here, today."~Drizzt Do''''Urden
"I''''ve sparred with creatures from the nine hells themselves... I barely plan on breaking a sweat here, today."~Drizzt Do''''Urden
Not true, an OpenGL camera can be rotated in exactly the same way as an OpenGL object. Just change the position of it and set it. It''ll rotate! =)
- Mike
- Mike
lol.. Thank you very much. I will try it soon, what it is, is I made a boxy robot to practice on, and I wanted to see if I could make him kick, and it was, pretty easy, but then I said to myself " Make him kick, stop, and rotate to make a matrix efect" I did it, it didnt look like the matrix, so I put the rotation in slow mo, and it just tooks longer to not look like the matrix, lol. So, later on today I will try rotating the camera. Thank you!
"I''''ve sparred with creatures from the nine hells themselves... I barely plan on breaking a sweat here, today."~Drizzt Do''''Urden
"I''''ve sparred with creatures from the nine hells themselves... I barely plan on breaking a sweat here, today."~Drizzt Do''''Urden
No problem!
Sounds pretty cool too.
Being a newbie OpenGL''er like yourself I''d like to check it out when you''re done! =)
Send it to me in email if you wish.
- Mike
The important thing to remember when programming is: When you''re 90% complete, there''s still 50% more to go.
Sounds pretty cool too.
Being a newbie OpenGL''er like yourself I''d like to check it out when you''re done! =)
Send it to me in email if you wish.
- Mike
The important thing to remember when programming is: When you''re 90% complete, there''s still 50% more to go.
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