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• ### Similar Content

• Good evening everyone!

I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
Basically I'm trying to find more compatible version of it.

Thank you!

• Hello guys,

How do I know? Why does wavefront not show for me?
I already checked I have non errors yet.

And my download (mega.nz) should it is original but I tried no success...
- Add blend source and png file here I have tried tried,.....

PS: Why is our community not active? I wait very longer. Stop to lie me!
Thanks !

• I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.

• Hello everyone,
I have problem with texture

• Hello everyone
For @80bserver8 nice job - I have found Google search. How did you port from Javascript WebGL to C# OpenTK.?
I have been searched Google but it shows f***ing Unity 3D. I really want know how do I understand I want start with OpenTK But I want know where is porting of Javascript and C#?

Thanks!

# OpenGL How to move object in Directx?

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in opengl, if I want move an object ,a box, I can type:

glPushMatrix();
glTranslatef(x,y,z);
drawBox();
glPopMatrix();


Can someone tell me how to do the same effect in Directx?

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Well you can create a world matrix, which defines the modal space transformations. And then apply it the all the vertices on the current mesh being rendered.

Example:

C++:

D3DXMATRIX worldC, worldT, worldR, worldS;

// Translate Scale Rotate it
D3DXMatrixTranslation(&worldT, tx, ty, tz);
D3DXMatrixRotationYawPitchRoll(&worldR, rx, ry, rz);
D3DXMatrixScaling(&worldS, sx, sy, sz);

worldC = worldR * worldS * worldT;

// Send the matrix to our shader
bff_perObject.worldC = worldC;
.. Send it

VS:
{
..
OUT.position = mul(input.position, worldC);
OUT.position = mul(input.position, viewMatrix);
OUT.position = mul(input.position, projMatrix);
}


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can I use   g_pd3dDevice->SetViewport() ?

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No. You need to use a model transformation. SetViewport is for defining which portion of the display to draw to.

Edited by Dave Hunt

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Either use world matrix approach as described by Migi0027, or use dynamic vertex buffers. I believe that the first one is faster anyway. First method is similar to OpenGL's shader approach if you are familiar with something different from fixed function pipeline.

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If you're happier with the stack approach you could use the D3DX library : Matrix Stacks.

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If you are using D3D9, you can set your world matrix using:

g_pd3dDevice->SetTransform(D3DTS_WORLD, &mWorld);


However, you will also need to set projection and view matrix.