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  1. theo2005 , this is opengl not directx .... the problem is the movement of the plane ... not the rotation... the plane is moving on its own .. using the animate funciton and the rotation is done by the keys , i want the plane to move in the respective direction even after the key pressed rotation
  2. this is the screen shot ... im thinking of putting in a skybox for the 3d world effect .... but first i need to solve this movement issue.
  3. to antiHUMANDesigns-- thanks for responding .... the plane is moving on its own n if i press a key i want the plane to rotate. Now if i rotate the plane without any translations .... the plane kinda moves according to what i desire but not entirely - it does not face the other side ....the tip doesnt rotate rather the object rotates yu know how it is. n if i translate it then the plane rotates as in the tip rotate but the plane yet moves in the z axis only .... which looks a little stupid ( lol ). i was thinking i create an axis and with the help of the axis ... the plane judges which way to rotate and move ... but its just a thought not sure how to go forward in that plan .. [img]http://public.gamedev.net//public/style_emoticons/default/dry.png[/img]
  4. Never approach a goat from front , a horse from rear and a fool from any side
  5. // as the function name suggests this function creates the environment, basically its just the plane and a couple of buildings and a road... simple polygons void environment(void) { // i was just trying something with the rotatef codes , i dont actually plan on using this ... i just wish to rotate my object and not the world. glRotatef(worldx,1.0,0.0,0.0); glRotatef(worldy,0.0,1.0,0.0); glRotatef(worldz,0.0,0.0,1.0); glColor3f(0.4,0.2,0.2); glTranslatef(0.0,0.0,-100.0); //+VE Z-AXIS drawbuilding(70,-30,15,10,64,10); genroad(); glBegin(GL_POLYGON); glColor3f(0.1,0.1,0.0); glVertex3f(100,-30,250); glVertex3f(100,-30,0); glVertex3f(-100,-30,0); glVertex3f(-100,-30,250); glEnd(); } void display(void) { glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); gluLookAt(eyex,eyey,eyez,lookx,looky,lookz,0.0,1.0,0.0); environment(); makejetplane(); attributes(); //maketplane(); Sleep(5); glutSwapBuffers(); } void reshape (int w, int h) { glViewport (0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode (GL_PROJECTION); glLoadIdentity (); gluPerspective(90.0, (GLfloat) w/(GLfloat) h, 1.0, 200.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void keyboard(unsigned char key, int x, int y) { switch (key) { case 'q': exit(0); break; case 'w': movz+=1.0; glTranslatef(0.0,0.0,movz); glutPostRedisplay(); break; case 'a': zpoz-=5.0; rolll = 1; glutPostRedisplay(); break; case 'd': zrpoz+=5.0; rollr = 1; glutPostRedisplay(); break; case 't': //worldx-=0.5; xpoz += 5.0; pitchu=1; glutPostRedisplay(); break; case 'g': xrpoz -=5.0; pitchd=1; glutPostRedisplay(); break; case 'f': yawl=1; rolll=1; ypoz+=2.0; zpoz-=1.0; if(zpoz<=-45.0)zpoz=-45.0; glutPostRedisplay(); break; //rolll=0; case 'h': yawr=1; rollr=1; yrpoz+=2.0; zrpoz+=1.0; if(zrpoz>=90.0)zrpoz=90.0; glutPostRedisplay(); break; //rollr=0; //CAMERA CONTROLS case 'j': lookx-=5; glutPostRedisplay(); break; case 'l': lookx+=5; glutPostRedisplay(); break; default: break; } } //ANIMATION void animate() { movz+=0.1; //movement+=0.1; eyez+=0.1; lookz+=0.11; glutPostRedisplay(); } oid makejetplane() { if(pitchu>0) { glTranslatef(movx,movy,movz); glRotatef(xpoz,1.0,0.0,0.0); glTranslatef(-movx,-movy,-movz); } //glRotatef(xpoz,1.0,0.0,0.0); if(pitchd>0) { glTranslatef(movx,movy,movz); glRotatef(xrpoz,1.0,0.0,0.0); glTranslatef(-movx,-movy,-movz); } // glRotatef(xrpoz,-1.0,0.0,0.0); if(yawl>0) { glTranslatef(movx,movy,movz); glRotatef(ypoz,0.0,1.0,0.0); glTranslatef(-movx,-movy,-movz); }//glRotatef(ypoz,0.0,1.0,0.0); if(yawr>0) { glTranslatef(movx,movy,movz) ; glRotatef(yrpoz,0.0,-1.0,0.0); glTranslatef(-movx,-movy,-movz); } //glRotatef(yrpoz,0.0,-1.0,0.0); if(rolll>0) { glTranslatef(movx,movy,movz) ; glRotatef(zpoz,0.0,0.0,1.0); glTranslatef(-movx,-movy,-movz); } //glRotatef(zpoz,0.0,0.0,1.0); if(rollr>0) { glTranslatef(movx,movy,movz) ; glRotatef(zrpoz,0.0,0.0,1.0); glTranslatef(-movx,-movy,-movz); } //glRotatef(zrpoz,0.0,0.0,1.0); // BODY and rest are just the vertex3f codes ... i've posted everything please guys help me out here. and apologies for any rookie mistakes as it has just been 3-4 weeks since i've learnt opengl. Thanks
  6. Thanks for responding.... Ahh I've got into this bad habit. I'll work on it.... Its quite a large code I'm not sure which part should I post here. I'll post something soon probably by tomorrow, as I'm online through mobile at the moment
  7. Thanks for responding.... Ahh I've got into this bad habit. I'll work on it.... Its quite a large code I'm not sure which part should I post here. I'll post something soon probably by tomorrow, as I'm online through mobile at the moment
  8. Greetings everyone, M new here on gamedev.net and also in game development. I got interested around 6 months back, created a game with basics of C++ and this is a new game that m creating uses C++ and OpenGL. Well m facing problem with texturing and controls, I'll get to texturing the next time. The game is an aeroplane dog fight, for that I need aeroplane controls. m really confused how to do it, I tried moving the plane along z-axis but then when i rotate the plane usong keyboard the plane rotates but doesn't move forward. I know this isnt the right way to do it, i told it so yu all know that i tried. Please help me, i reaaly wish to finish this game in the coming dew weeks. Thanks in advance.