# Mateus Junior

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1. ## OpenGL How to centralize a model in a view?

That's not the center, but the half-size. The center is (largest +  lowest) / 2   ops! My bad.   But in the code is correct.
2. ## OpenGL How to centralize a model in a view?

Good evening everyone.   I'm having a lot of difficulties in this stage:   I export an object in Blender (.obj). Import to application and drawing it on the screen. Until then OK.   The problem is that it is not centralized. What I'm doing:   Import model; I set the perspective (GLKMatrix4MakePerspective) I set the LookAt (GLKMatrix4MakeLookAt)   Calculating the lowest point x, y, z largest point x, y, z. The center of the object would then be (larges+lowest) / 2 for each (x, y, z) I make a translation of the object passing these coordinates.   What happens: Some objects are centered. Others do not.   What am I doing wrong? Can anyone help me?   The code (Objective-C + OpenGL ES 2.0): GLfloat eyeZ = 0; if (MAX(height, width) > 0) eyeZ = MAX(height, width) * 2; GLfloat aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height); GLKMatrix4 perspectiveMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(60), aspect, -1.0, 1.0); GLKMatrix4 lookAtMatrix = GLKMatrix4MakeLookAt(0, 0, eyeZ, 0, 0, 0, 0, 1, 0); GLKMatrix4 origemMatrix = GLKMatrix4MakeTranslation(-xCenter, -yCenter, -zCenter); GLKMatrix4 defaultMatrix = GLKMatrix4Identity; defaultMatrix = GLKMatrix4Multiply(defaultMatrix, perspectiveMatrix); defaultMatrix = GLKMatrix4Multiply(defaultMatrix, lookAtMatrix); defaultMatrix = GLKMatrix4Multiply(defaultMatrix, origemMatrix); self.baseEffect.transform.modelviewMatrix = defaultMatrix;     Thanks.       edit: Correction: (largest-lowest) / 2 for each (x, y, z) to (largest+lowest) / 2 for each (x, y, z)