I am making a 3D game using SFML. I want to use normals to check if the triangle need to be draw in a terrain (triangle) mesh.Here is my code:
vec3d line1, line2, normal;
line1.x = terrain.tris[i].p[0].x - terrain.tris[i].p[1].x;
line1.y = terrain.tris[i].p[0].y - terrain.tris[i].p[1].y;
line1.z = terrain.tris[i].p[0].z - terrain.tris[i].p[1].z;
line2.x = terrain.tris[i].p[1].x - terrain.tris[i].p[2].x;
line2.y = terrain.tris[i].p[1].y - terrain.tris[i].p[2].y;
line2.z = terrain.tris[i].p[1].z - terrain.tris[i].p[2].z;
normal.x = line1.y * line2.z - line1.z * line2.y;
normal.y = line1.z * line2.x - line1.x * line2.z;
normal.z = line1.x * line2.y - line1.y * line2.x;
vec3d vCameraRay = Vector_Sub(terrain.tris[i].p[0], cam.pos);
if (Vector_DotProduct(normal, vCameraRay) < 0.0f){
do_something();
}
Vector_DotProduct:
float Vector_DotProduct(vec3d& v1, vec3d& v2) {
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
}
Vector_sub:
vec3d Vector_Sub(vec3d& v1, vec3d& v2) {
return { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
}
And the vec3d is just a struct that contains
float x, y, z;
But whenever I run the program, I always get this
problem
The triangles that should be displayed was considered "Not visable" by my program(The normal of it is wrong), but the calculation seems right to me!
The code for producing triangle grid:
for (int i = 0; i < 2; i++) {
for (int y = 0; y < wds; y++) {
for (int x = 0; x < wds; x++) {
if (x + 1 < wds && y + 1 < wds) {
vec3d point[3];
switch (i) {
case 0:
point[0] = { (float)(y + 1) * scl + p.x, height * h[y + 1][x + 1], (float)(x + 1) * scl + p.z };
point[1] = { (float)y * scl + p.x, height * h[y][x], (float)x * scl + p.z };
point[2] = { (float)y * scl + p.x, height * h[y][x + 1], (float)(x + 1) * scl + p.z };
break;
case 1:
point[0] = { (float)(y + 1) * scl + p.x, height * h[y + 1][x + 1], (float)(x + 1) * scl + p.z };
point[2] = { (float)y * scl + p.x, height * h[y][x], (float)x * scl + p.z };
point[1] = { (float)(y + 1) * scl + p.x, height * h[y + 1][x], (float)x * scl + p.z };
break;
};
triangle out = { point[0], point[1], point[2] };
tris.push_back(out);
}
}
}
}
The wds is for the size of the grid(side length), the scl is the size of per grid, the h is the height map(two dimentions), and p is the position of the upper left corner.
My 3D point to camera point code:
float mx = p.x - pos.x;
float my = p.y - pos.y;
float mz = p.z - pos.z;
float dx = cos(rot.y) * (sin(rot.z) * my + cos(rot.z) * mx) - sin(rot.y) * mz;
float dy = sin(rot.x) * (cos(rot.y) * mz + sin(rot.y) * (sin(rot.z) * my + cos(rot.z) * mx)) + cos(rot.x) * (cos(rot.z) * my + sin(rot.z) * mx);
float dz = cos(rot.x) * (cos(rot.y) * mz + sin(rot.y) * (sin(rot.z) * my + cos(rot.z) * mx)) - sin(rot.x) * (cos(rot.z) * my + sin(rot.z) * mx);
return { dx, dy, dz };
The rot is the rotation of the camera, p is the position of the camera, and the pos is the 3D point I want to transfer to camera point.
I have been working on this problem for almost a week, but nothing seems to work.It will be a lot of help if you guys can find the problem. Thanks in advance!
Full Code
Init.h:
#ifndef _INIT_H_
#define _INIT_H_
#define WIDTH 1200
#define HEIGHT 800
#endif
Noise.h: noice function
#pragma once
#ifndef _NOISE_H_
#define _NOISE_H_
extern int primeIndex;
extern int numOctaves;
extern double persistence;
extern int primes[10][3];
#endif
#include <math.h>
float Noise(int i, int x, int y);
float SmoothedNoise(int i, int x, int y);
float Interpolate(float a, float b, float x);
float InterpolatedNoise(int i, float x, float y);
float noise(float x, float y);
Noise.cpp:
#include "Noise.h"
int primeIndex = 0;
int numOctaves = 7;
double persistence = 0.5;
int primes[10][3] = {
{ 995615039, 600173719, 701464987 },
{ 831731269, 162318869, 136250887 },
{ 174329291, 946737083, 245679977 },
{ 362489573, 795918041, 350777237 },
{ 457025711, 880830799, 909678923 },
{ 787070341, 177340217, 593320781 },
{ 405493717, 291031019, 391950901 },
{ 458904767, 676625681, 424452397 },
{ 531736441, 939683957, 810651871 },
{ 997169939, 842027887, 423882827 }
};
float Noise(int i, int x, int y) {
int n = x + y * 57;
n = (n << 13) ^ n;
int a = primes[i][0], b = primes[i][1], c = primes[i][2];
int t = (n * (n * n * a + b) + c) & 0x7fffffff;
return 1.0 - (float)(t) / 1073741824.0;
}
float SmoothedNoise(int i, int x, int y) {
float corners = (Noise(i, x - 1, y - 1) + Noise(i, x + 1, y - 1) +
Noise(i, x - 1, y + 1) + Noise(i, x + 1, y + 1)) / 16,
sides = (Noise(i, x - 1, y) + Noise(i, x + 1, y) + Noise(i, x, y - 1) +
Noise(i, x, y + 1)) / 8,
center = Noise(i, x, y) / 4;
return corners + sides + center;
}
float Interpolate(float a, float b, float x) {
float ft = x * 3.1415927,
f = (1 - cos(ft)) * 0.5;
return a * (1 - f) + b * f;
}
float InterpolatedNoise(int i, float x, float y) {
int integer_X = x;
float fractional_X = x - integer_X;
int integer_Y = y;
float fractional_Y = y - integer_Y;
float v1 = SmoothedNoise(i, integer_X, integer_Y),
v2 = SmoothedNoise(i, integer_X + 1, integer_Y),
v3 = SmoothedNoise(i, integer_X, integer_Y + 1),
v4 = SmoothedNoise(i, integer_X + 1, integer_Y + 1),
i1 = Interpolate(v1, v2, fractional_X),
i2 = Interpolate(v3, v4, fractional_X);
return Interpolate(i1, i2, fractional_Y);
}
float noise(float x, float y) {
float total = 0,
frequency = pow(2, numOctaves),
amplitude = 1;
for (int i = 0; i < numOctaves; ++i) {
frequency /= 2;
amplitude *= persistence;
total += InterpolatedNoise((primeIndex + i) % 10,
x / frequency, y / frequency) * amplitude;
}
return total / frequency;
}
Struct.h:
#pragma once
#ifndef _STRUCT_H_
#define _STRUCT_H_
#endif
#include <vector>
#include <iostream>
#include <cstdio>
#include <cstdlib>
#include <list>
#include "Init.h"
struct vec3d {
float x = 0;
float y = 0;
float z = 0;
};
struct vec2d {
float x = 0;
float y = 0;
};
struct triangle {
vec3d p[3];
int color[3] = { 255, 255, 255 };
vec3d normal;
};
Terrain.h: terrain generation
#pragma once
#ifndef _TERRAIN_H_
#define _TERRAIN_H_
#endif
#include <vector>
#include "Struct.h"
#include "Noise.h"
#define wds 50
#define scl 20
#define width 1000
#define height 120
struct Terrain {
public:
std::vector<triangle> tris;
vec3d p = { -width / 2, 0.0f, -width / 2 };
float h[wds][wds];
void triangle_Strip();
};
Terrain.cpp:
#include "Terrain.h"
void Terrain::make_value() {
for (int y = 0; y < wds; y++) {
for (int x = 0; x < wds; x++) {
int a = abs(p.z / scl + x), b = abs(p.x / scl + y);
h[y][x] = noise(a, b) * 30;
}
}
}
void Terrain::triangle_Strip() {
tris.clear();
for (int i = 0; i < 2; i++) {
for (int y = 0; y < wds; y++) {
for (int x = 0; x < wds; x++) {
if (x + 1 < wds && y + 1 < wds) {
vec3d point[3];
switch (i) {
case 0:
point[0] = { (float)(y + 1) * scl + p.x, height * h[y + 1][x + 1], (float)(x + 1) * scl + p.z };
point[1] = { (float)y * scl + p.x, height * h[y][x], (float)x * scl + p.z };
point[2] = { (float)y * scl + p.x, height * h[y][x + 1], (float)(x + 1) * scl + p.z };
break;
case 1:
point[0] = { (float)(y + 1) * scl + p.x, height * h[y + 1][x + 1], (float)(x + 1) * scl + p.z };
point[2] = { (float)y * scl + p.x, height * h[y][x], (float)x * scl + p.z };
point[1] = { (float)(y + 1) * scl + p.x, height * h[y + 1][x], (float)x * scl + p.z };
break;
};
triangle out = { point[0], point[1], point[2] };
tris.push_back(out);
}
}
}
}
}
Camera.h: camera class, get3dcoord which is get camera point, get2dcoord which is get screen point
#pragma once
#ifndef _CAMERA_H_
#define _CAMERA_H_
#endif
#include "Mat.h"
#include "Init.h"
#include "Struct.h"
class Cam {
public:
vec3d pos;
vec3d rot;
float fov;
float speed;
Cam(vec3d p, vec3d r, float f, float s);
vec3d get3dcoord(vec3d p);
vec3d get2dcoord(vec3d p);
};
Camera.cpp:
#include "Camera.h"
Cam::Cam(vec3d p, vec3d r, float f, float s) {
pos = p;
rot = r;
fov = f;
speed = s;
}
vec3d Cam::get3dcoord(vec3d p) {
float mx = p.x - pos.x;
float my = p.y - pos.y;
float mz = p.z - pos.z;
float dx = cos(rot.y) * (sin(rot.z) * my + cos(rot.z) * mx) - sin(rot.y) * mz;
float dy = sin(rot.x) * (cos(rot.y) * mz + sin(rot.y) * (sin(rot.z) * my + cos(rot.z) * mx)) + cos(rot.x) * (cos(rot.z) * my + sin(rot.z) * mx);
float dz = cos(rot.x) * (cos(rot.y) * mz + sin(rot.y) * (sin(rot.z) * my + cos(rot.z) * mx)) - sin(rot.x) * (cos(rot.z) * my + sin(rot.z) * mx);
return { dx, dy, dz };
}
vec3d Cam::get2dcoord(vec3d p) {
float e = (float)tan(fov / 2) * (float)(WIDTH / 2);
float x = (WIDTH / 2) + (e * p.x) / p.z;
float y = (HEIGHT / 2) + (e * p.y) / p.z;
return { x, y, 0 };
}
3D engine.h: main
#pragma once
#ifndef _3D_ENGINE_H_
#define _3D_ENGINE_H_
#endif
#include <SFML/Graphics.hpp>
#include <SFML/System.hpp>
#include <SFML/Window.hpp>
#include <iostream>
#include <stdlib.h>
#include <sstream>
#include <list>
#include "Struct.h"
#include "Camera.h"
#include "Init.h"
#include "Noise.h"
#include "Terrain.h"
#define endl "\n"
void draw_triangle(vec3d p1, vec3d p2, vec3d p3, int color[]);
vec3d Vector_Sub(vec3d& v1, vec3d& v2);
float Vector_DotProduct(vec3d& v1, vec3d& v2);
3D engine.cpp:
#include "3D engine.h"
sf::RenderWindow window(sf::VideoMode(WIDTH, HEIGHT), "3D game in progress");
const sf::Vector2i windowCenter(WIDTH / 2, HEIGHT / 2);
Cam cam({ 0.0f, -40.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, 90, 2.0f);
Terrain terrain;
sf::VertexArray TriangleToDraw(sf::Triangles);
void draw_triangle(vec3d p1, vec3d p2, vec3d p3, int color[]) {
sf::VertexArray tri(sf::Triangles, 3);
tri[0].position = sf::Vector2f(p1.x, p1.y);
tri[1].position = sf::Vector2f(p2.x, p2.y);
tri[2].position = sf::Vector2f(p3.x, p3.y);
tri[0].color = sf::Color((int)color[0], (int)color[1], (int)color[2]);
tri[1].color = sf::Color((int)color[0], (int)color[1], (int)color[2]);
tri[2].color = sf::Color((int)color[0], (int)color[1], (int)color[2]);
TriangleToDraw.append(tri[0]);
TriangleToDraw.append(tri[1]);
TriangleToDraw.append(tri[2]);
}
vec3d Vector_Sub(vec3d& v1, vec3d& v2) {
return { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
}
float Vector_DotProduct(vec3d& v1, vec3d& v2) {
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
}
int main() {
window.setMouseCursorVisible(false);
sf::Mouse::setPosition(windowCenter, window);
terrain.make_value();
terrain.triangle_Strip();
while (window.isOpen()) {
TriangleToDraw.clear();
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed) {
window.close();
}
if ((event.type == sf::Event::MouseLeft || event.type == sf::Event::MouseMoved) && sf::Mouse::getPosition(window) != windowCenter) {
sf::Vector2i pos = sf::Mouse::getPosition(window);
int x_a = pos.x;
int y_a = pos.y;
float movex = (float)(x_a - windowCenter.x) / 500.0f;
float movey = (float)(y_a - windowCenter.y) / 500.0f;
cam.rot.x -= movey;
cam.rot.y += movex;
sf::Mouse::setPosition(windowCenter, window);
}
}
float x = sin(cam.rot.y) * cam.speed; float z = cos(cam.rot.y) * cam.speed;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) { cam.pos.x -= x; cam.pos.z -= z; /*terrain.p.x -= x; terrain.p.z -= z;*/ }
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) { cam.pos.x += x; cam.pos.z += z; /*terrain.p.x += x; terrain.p.z += z;*/ }
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) { cam.pos.x += z; cam.pos.z -= x; /*terrain.p.x += z; terrain.p.z -= x;*/ }
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) { cam.pos.x -= z; cam.pos.z += x; /*terrain.p.x -= z; terrain.p.z += x;*/ }
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) cam.pos.y += cam.speed;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::LSHIFT)) cam.pos.y -= cam.speed;
window.clear(sf::Color(0, 0, 0));
std::vector<triangle> triangles;
for (int i = 0, len = terrain.tris.size(); i < len; i++) {
std::vector<vec3d> projected(3);
for (int r = 0; r < 3; r++) projected[r] = cam.get3dcoord(terrain.tris[i].p[r]);
vec3d line1, line2, normal;
line1.x = projected[0].x - projected[1].x;
line1.y = projected[0].y - projected[1].y;
line1.z = projected[0].z - projected[1].z;
line2.x = projected[1].x - projected[2].x;
line2.y = projected[1].y - projected[2].y;
line2.z = projected[1].z - projected[2].z;
normal.x = line1.y * line2.z - line1.z * line2.y;
normal.y = line1.z * line2.x - line1.x * line2.z;
normal.z = line1.x * line2.y - line1.y * line2.x;
float l = sqrtf(normal.x * normal.x + normal.y * normal.y + normal.z * normal.z);
normal.x /= l; normal.y /= l; normal.z /= l;
vec3d vCameraRay1 = Vector_Sub(projected[0], cam.pos);
if (Vector_DotProduct(normal, vCameraRay1) < 0.0f && projected[0].z < 0.0f && projected[1].z < 0.0f && projected[2].z < 0.0f/*avoid points behind the camera to be projected*/) {
vec3d light = { 0.0f, 0.0f, 1.0f };
float lNormal = sqrtf(powf(light.x, 2) + powf(light.y, 2) + powf(light.z, 2));
light.x /= lNormal; light.y /= lNormal; light.z /= lNormal;
float dp = std::max(0.3f, Vector_DotProduct(light, normal));
int c = 255 * dp;
triangles.push_back({projected[0], projected[1], projected[2], {c, c, c}});
}
}
std::sort(triangles.begin(), triangles.end(), [](triangle& t1, triangle& t2)
{
float z1 = (t1.p[0].z + t1.p[1].z + t1.p[2].z) / 3.0f;
float z2 = (t2.p[0].z + t2.p[1].z + t2.p[2].z) / 3.0f;
return z1 < z2;
});
for (triangle tri : triangles) {
draw_triangle(cam.get2dcoord(tri.p[0]), cam.get2dcoord(tri.p[1]), cam.get2dcoord(tri.p[2]), tri.color);
}
window.draw(TriangleToDraw);
window.display();
}
return 0;
}
One of the triangle that had the wrong normal:
Normal: -0.08
vCameraRay: -588.2, 19.0, -662.5
Vector Dotproduct: -74.7
Triangle Point1: 19.03, -35.10, -75.69
Triangle Point2: -1.28, -27.57, -92.94
Triangle Point3: -0.96, -25.79, -71.35
Camera position: 2.20, 627.26, 0.03
One of the triangle that had the wrong Dot Product:
Normal: 0.59
vCameraRay: 468.41, 13.59, -634.75
Vector DotProduct: -55.05
Triangle Point1: 13.59, -7.29, -55.05
Triangle Point2: 19.19, 7.04, -37.72
Trianlge Point3: 0.00, 9.75, -28.36
Camera pos: 0.00, 627.45, 0.00
In OpenGL, when I want to draw a filled circle, I'd do:
void DrawPoint(float X, float Y, float Z, float Radius) const
{
glRasterPos2f(X, Y);
glPointSize(Radius);
glBegin(GL_POINTS);
glVertex3f(X, Y, Z);
glEnd();
glPointSize(this->PointSize);
glFlush();
}
However, I could not find any equivalent for glPointSize in Direct-X. So I tried:
struct Vector3
{
double X, Y, Z;
};
#include <vector>
void DrawCircle1(float X, float Y, DWORD Color)
{
const int sides = 20;
std::vector<D3DXVECTOR3> points;
for(int i = 0; i < sides; ++i)
{
double angle = D3DX_PI * 2 / sides * i;
points.emplace_back(D3DXVECTOR3(sin(angle), cos(angle), 0));
}
device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, sides, &points[0], sizeof(D3DXVECTOR3));
}
void DrawCircle2(float CenterX, float CenterY, float Radius, int Rotations)
{
std::vector<D3DXVECTOR3> Points;
float Theta = 2 * 3.1415926535897932384626433832795 / float(Rotations);
float Cos = cosf(Theta);
float Sine = sinf(Theta);
float X = Radius, Y = 0, Temp = 0;
for(int I = 0; I < Rotations; ++I)
{
Points.push_back(D3DXVECTOR3(X + CenterX, Y + CenterY, 0));
Temp = X;
X = Cos * X - Sine * Y;
Y = Sine * Temp + Cos * Y;
}
device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, Points.size(), &Points[0], sizeof(D3DXVECTOR3));
}
But none of these work. I cannot figure out why nothing works. The first one draws a gigantic circle that is black and the second one draws a long triangle.
Any ideas how I can draw a filled in circle or a point of a certain size and colour in Direct-X?
static const int CIRCLE_RESOLUTION = 64;
struct VERTEX_2D_DIF { // transformed colorized
float x, y, z, rhw;
D3DCOLOR color;
static const DWORD FVF = D3DFVF_XYZRHW|D3DFVF_DIFFUSE;
};
void DrawCircleFilled(float mx, float my, float r, D3DCOLOR color)
{
VERTEX_2D_DIF verts[CIRCLE_RESOLUTION+1];
for (int i = 0; i < CIRCLE_RESOLUTION+1; i++)
{
verts[i].x = mx + r*cos(D3DX_PI*(i/(CIRCLE_RESOLUTION/2.0f)));
verts[i].y = my + r*sin(D3DX_PI*(i/(CIRCLE_RESOLUTION/2.0f)));
verts[i].z = 0;
verts[i].rhw = 1;
verts[i].color = color;
}
m_pDevice->SetFVF(VERTEX_2D_DIF::FVF);
m_pDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, CIRCLE_RESOLUTION-1, &verts, sizeof(VERTEX_2D_DIF));
}
I can't get myobject1, myobject2, and myobject3 to have their own rotation rendered. They rotate but all facing the same direction.
rotate() stops working after glDrawElements gets called.
It only starts working again if I call glutSwapBuffers() in render(). But then my screen flickers, but the models are rendered the way I want them.
In other words: before any render() is called, rotate() works fine...
but using rotate() after any render() is called, rotate() does nothing...
because for rotate() to work again, I need to call glutSwapBuffer() every time I draw an object, which makes rotate() work correctly for myobject1, myobject2, and myobject3, but then screen then flickers.
void setModelMatrix() {
glBindBuffer(GL_UNIFORM_BUFFER, matricesUniBuffer);
glBufferSubData(GL_UNIFORM_BUFFER,
ModelMatrixOffset, MatrixSize, modelMatrix);
glBindBuffer(GL_UNIFORM_BUFFER,0);
}
void setIdentityMatrix(float *mat, int size) {
for (int i = 0; i < size * size; ++i)
mat[i] = 0.0f;
for (int i = 0; i < size; ++i)
mat[i + i * size] = 1.0f;
}
void multMatrix(float *a, float *b) {
float res[16];
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
res[j*4 + i] = 0.0f;
for (int k = 0; k < 4; ++k) {
res[j*4 + i] += a[k*4 + i] * b[j*4 + k];
}
}
}
memcpy(a, res, 16 * sizeof(float));
}
void rotate(float angle, float x, float y, float z) {
float aux[16];
setRotationMatrix(aux,angle,x,y,z);
multMatrix(modelMatrix,aux);
setModelMatrix();
}
void setRotationMatrix(float *mat, float angle, float x, float y, float z) {
float radAngle = DegToRad(angle);
float co = cos(radAngle);
float si = sin(radAngle);
float x2 = x*x;
float y2 = y*y;
float z2 = z*z;
mat[0] = x2 + (y2 + z2) * co;
mat[4] = x * y * (1 - co) - z * si;
mat[8] = x * z * (1 - co) + y * si;
mat[12]= 0.0f;
mat[1] = x * y * (1 - co) + z * si;
mat[5] = y2 + (x2 + z2) * co;
mat[9] = y * z * (1 - co) - x * si;
mat[13]= 0.0f;
mat[2] = x * z * (1 - co) - y * si;
mat[6] = y * z * (1 - co) + x * si;
mat[10]= z2 + (x2 + y2) * co;
mat[14]= 0.0f;
mat[3] = 0.0f;
mat[7] = 0.0f;
mat[11]= 0.0f;
mat[15]= 1.0f;
}
void recursive_render () {
//myobject->ry+=0.0001f;
for (unsigned int n=0; n < scene->mNumMeshes; ++n) {
glBindBufferRange(GL_UNIFORM_BUFFER, materialUniLoc, myobject->Meshes[scene->mMeshes[n]].uniformBlockIndex, 0, sizeof(struct MyMaterial));
glBindTexture(GL_TEXTURE_2D, myobject->Meshes[scene->mMeshes[n]].texIndex);
glBindVertexArray(myobject->Meshes[nd->mMeshes[n]].vao);
glDrawElements(GL_TRIANGLES,myobject->Meshes[scene->mMeshes[n]].numFaces*3,GL_UNSIGNED_INT,0);
}
}
void render()
{
setIdentityMatrix(modelMatrix,4);
rotate(myobject->ry, 0.0, 1.0, 0.0);
scale(scaleFactor, scaleFactor, scaleFactor);
recursive_render(scene->mRootNode);
}
void renderScene(void) {
myobject1.ry = 50.0f;
myobject2.ry = 150.0f;
myobject3.ry = 270.0f;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
setCamera(camX,camY,camZ,0,0,0);
glUseProgram(program);
glUniform1i(texUnit,0);
myobject = &myobject1;
render();
myobject = &myobject2;
render();
myobject = &myobject3;
render();
glutSwapBuffers();
}