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BirdaoGwraBasumatary

Opengl object positioning?

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Hi,
I just want to know a simple question regarding the glTranslatef. How do I position 10 plaines one after another in x axis, like a tile map using a plain?
I don't want to use glVertex3f to do so.
[code]
for(int i=0; i<10; i++)
{
glTranslatef(i, 0.f, 0.f);
glutSolidPlaine();
}[/code]

Above is what I am doing right now. But It is overlapping each other by half.

Thanks in advance.
Regards

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sprite_hound    461
Don't you just want to translate it by the width of the plane each time through the loop (probably after rendering)? (i is not relevant here since calls to glTranslate will be cumulative as you're not pushing / popping from the matrix stack):

e.g. assuming the width of the plane is 5 you want:

// render at (0, 0, 0)
glTranslate(5, 0, 0);

// render at (5, 0, 0)
glTranslate(5, 0, 0);

// render at (10, 0, 0)
glTranslate(5, 0, 0);

// render at (15, 0, 0)

Note that the results will depend on the model space origin of the plane. (If the origin is in the center of the plane, you might want to translate once by half the plane width before rendering, depending on how you want your grid positioned in world space).

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Hi __sprite,
Actually I posted above code for siplicity. Here is my actual code:

[code]
void DrawTiles(void)
{
for(int i=0; i<10; i++)
{
for(int j=0; j<10; j++)
{
switch(cMap[i][j])
{
case 0:
glBindTexture(GL_TEXTURE_2D, texture1);
break;
case 1:
glBindTexture(GL_TEXTURE_2D, texture2);
break;
}
glPushMatrix();
glTranslatef((j, 0.f, i);
plaine->DrawPlaine(1.0f);
//plaine->setPosition(j, 0.f, i);
glPopMatrix();
}
}
}[/code]

Pivot position is upper left corner, not middle.

Thanks for reply
Regards

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sprite_hound    461
Hidden
Is your plane both 1 unit wide and one unit long? If not you need to multiply j and i by the plane size on that axis:


// push
glTranslatef(j * plaine->GetXSize(), 0.f, i * plaine->GetZSize());
// draw
// pop

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