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# Some advice on this code (code works but because of the coordinates, does not draw).

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2 replies to this topic

### #1Enerjak  Members

Posted 27 April 2013 - 11:46 AM

You know the book "Beginning DirectX 11 programming" by Allen Sherrdd and Wendy jones? Well, there's a section about making a quad based on the width and height of the incoming texture now I used something like it for mine:

float halfWidth = mTexture->getWidth() / 2.0f;
float halfHeight = mTexture->getHeight() / 2.0f;

v[0] = new VertexPT();
v[0]->setVertex(-halfWidth, -halfWidth,0);
v[0]->setTexCoord(1.0,0.0);
v[0]->setColor(1,0,0,1);

v[1] = new VertexPT();
v[1]->setVertex(-halfWidth, halfHeight,0);
v[1]->setTexCoord(1.0,1.0);
v[1]->setColor(0,1,0,1);

v[2] = new VertexPT();
v[2]->setVertex(halfWidth, -halfHeight,0);
v[2]->setTexCoord(0.0,1.0);

// second face.
v[3] = new VertexPT();
v[3]->setVertex(halfWidth, -halfHeight,0);
v[3]->setTexCoord(0.0, 1.0);
v[3]->setColor(0,1,1,1);

v[4] = new VertexPT();
v[4]->setVertex(halfWidth,halfHeight,0);
v[4]->setTexCoord(0.0,0.0);
v[4]->setColor(1,0,1,1);

v[5] = new VertexPT();
v[5]->setVertex(-halfWidth, -halfHeight, 0);
v[5]->setTexCoord(1.0,0.0);
v[5]->setColor(1.0,0.0,1.0,1.0);


Maybe the coordinates aren't right? I might need some explanation of how OpenGL's coordinate system set up when gluOrth2D is

gluOrtho2d(-y,x,y,-x)

and gluOrtho2d(0,width, height,0);

### #2Inukai  Members

Posted 27 April 2013 - 01:56 PM

v[0]->setVertex(-halfWidth, -halfWidth,0);

I guess the second value should be halfHeight and not Width ;)

Edited by Inukai, 27 April 2013 - 01:57 PM.

### #3Enerjak  Members

Posted 27 April 2013 - 08:37 PM

Thank you.

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