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glMultMatrixf and glLoadMatrixf does not work ffs!

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hello, i have a var calles
cvm that is float * cvm;

i initialize: cvm = new float[16];


then i call

glGetFloatv(GL_MODELVIEW_MATRIX, cvm);


to save modelview matrix


and then i want to restore the view by calling glLoadMatrixf (or glMultMatrixf) but instead of scene i see nothing (blank screen)

what the hell?

or i get Floating point division by zero error, when try to render something by vbo Edited by ___

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Try some debugging! Just print out the results that glGetFloatv gives you and see if there is something wrong. (if its all 0's or similar)

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i did

int i;
for (i=0;i<16;i++)
ShowMessage(FloatToStr(l->cvm));
and i get

0.9916 -0.053010 0.1173 0
0 0.91127 0.41179 0
-0.128 -0.408 0.9036 0
-263.81 -508.87294 -282.527 0.99999

heres full src how i botain matrx



glPushMatrix();
glLoadIdentity();
gluPerspectiveA(90.0f, windowWidth/windowHeight, 0.010f /*1000.0f*/, 1000.0 * 1000.0 * 1000.0);
gluLookAt(cameraPosition.x, cameraPosition.y, cameraPosition.z,
campointofview.x, campointofview.y, campointofview.z,
0.0f, 1.0f, 0.0f);
glGetFloatv(GL_PROJECTION_MATRIX, cpm);

glPopMatrix();


glPushMatrix();
glLoadIdentity();
gluLookAt(cameraPosition.x, cameraPosition.y, cameraPosition.z,
campointofview.x, campointofview.y, campointofview.z,
0.0f, 1.0f, 0.0f);
glGetFloatv(GL_MODELVIEW_MATRIX, cvm);
glPopMatrix();



and i get floating point division by zero when i try to draw sth x_X Edited by ___

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i did

int i;
for (i=0;i<16;i++)
ShowMessage(FloatToStr(l->cvm));
and i get

0.9916 -0.053010 0.1173 0
0 0.91127 0.41179 0
-0.128 -0.408 0.9036 0
-263.81 -508.87294 -282.527 0.99999

heres full src how i botain matrx



glPushMatrix();
glLoadIdentity();
gluPerspectiveA(90.0f, windowWidth/windowHeight, 0.010f /*1000.0f*/, 1000.0 * 1000.0 * 1000.0);
gluLookAt(cameraPosition.x, cameraPosition.y, cameraPosition.z,
campointofview.x, campointofview.y, campointofview.z,
0.0f, 1.0f, 0.0f);
glGetFloatv(GL_PROJECTION_MATRIX, cpm);

glPopMatrix();


glPushMatrix();
glLoadIdentity();
gluLookAt(cameraPosition.x, cameraPosition.y, cameraPosition.z,
campointofview.x, campointofview.y, campointofview.z,
0.0f, 1.0f, 0.0f);
glGetFloatv(GL_MODELVIEW_MATRIX, cvm);
glPopMatrix();



and i get floating point division by zero when i try to draw sth x_X


i suspect it is your perspective that's the problem, your near/far ratio is INSANE, secondly, you need to remove the lookAt from your perspective calculations, which is probably also screwing up your view. Edited by slicer4ever

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