Draw oval with sphere in Opengl - c++

I want to draw an oval by projection the sphere on the screen (like rasterize). Here is my code but it doesn't show anything on the screen. Should I use more functions to initialize the projection? Is this way possible to draw oval on screen by using sphere?
GLfloat xRotated, yRotated, zRotated;
GLdouble radius=1;
void display(void);
void reshape(int x, int y);
int main (int argc, char **argv)
{
glutInit(&argc, argv);
glutInitWindowSize(800,800);
glutCreateWindow("OVAL");
zRotated = 30.0;
xRotated=43;
yRotated=50;
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
void display(void)
{
glMatrixMode(GL_PROJECTION);
glOrtho(0.1, 1.0, 0.1, 1.0, -1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0,0.0,-5.0);
glColor3f(0.9, 0.3, 0.2);
glRotatef(xRotated,1.0,0.0,0.0);
glRotatef(yRotated,0.0,1.0,0.0);
glRotatef(zRotated,0.0,0.0,1.0);
glScalef(1.0,1.0,1.0);glutSolidSphere(radius,20,20);
glFlush();
}
void reshape(int x, int y)
{
if (y == 0 || x == 0) return;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(39.0,(GLdouble)x/(GLdouble)y,0.6,21.0);
glMatrixMode(GL_MODELVIEW);
glViewport(0,0,x,y);
}

You are drawing a sphere compltely outside of the viewing volume, so it should be no surprise that it can't be seen.
There are a couple of issues with your code:
All OpenGL matrix functions besides glLoadIndentity and glLoadMatrix always post-multiply a matrix to the current top element of the current matrix stack. In your display function, you call glOrtho without resetting the projection matrix to identity before. This will result in totally weird - and different - results if the display callback is called more than once.
You should add a call to glLoadIdentity() right before calling glOrtho.
You set up the model view transformations so that the sphere's center will always end up at (0,0,-5) in eye space. However, you set a projectiom matrix which defines a viewing volume which goes from z=1 (near plane) to z=-1 (far plane) in eye space, so your spehre is actually behind the far plane.
There are several ways this could be fixed. Changing the viewing frustum by modifying the parameters of glOrtho might be the easisest. You could for example try (-2, 2, -2, 2, 1, 10) to be able to see the sphere.
It is not really clear what
I want to draw an oval by projection the sphere on the screen (like rasterize).
exactly means. If you just want the sphere to be distorted to an ellipsoid, you could just apply some non-uniform scaling. This in principle could be done in the projection matrix (if no other objects are to be shown), but this would make much more sense to apply it to the model matrix of the sphere - you already have the glScale call there, you could try something like glScalef(1.0f, 0.5f, 1.0f);.
Also note that the ortho parameters I suggested previously will result in some distortion if your viewport is not exactly square. In a real world, one wants to incorporate the aspect ratio of the viewport into the projection matrix.
If you want to see the sphere deformed as by a perspective projection, you would have to skip the glOrtho altogheter and switch to a perspective projection matrix.
The code you are using is totally outdated. The OpenGL matrix stack has been deprecated in OpenGL 3.0 (2008) and is not available in core profiles of modern OpenGL. The same applies for builtin vertex attributes like glColor or immediate mode drawing and client-side vertex arrays. As a result, GLUT's drawing functions can also not be used with modern GL any more.
If you really intend learning OpenGL nowadays, I stronly advise you to ignore this old cruft and star learning the modern way.

Related

How to display shape and text on OpenGL screen simultaneously?

The below code works perfectly fine with no fatal error but, when i use arguments "w","h" in "gluortho2d" as gluortho2d(0,w,h,0) in reshape function I get text on screen whereas if I put these arguments "0,0" as gluortho2d(0,0,0,0) I get shape of box.
How can I get both of them(box and text) simultaneously on screen?
#include"glut.h"
void drawBitmapText(char *string, float x, float y, float z);
void reshape(int w, int h);
void display(void);
void drawBitmapText(char *string, float x, float y, float z)
{
char *c;
glRasterPos3f(x, y, z);//define position on the screen where to draw text.
for (c = string; *c != '\0'; c++)
{
glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, *c);
}
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();//Resets to identity Matrix.
gluOrtho2D(0, w, h, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void display(void)
{
glBegin(GL_POLYGON);//1
glVertex2f(-0.2, 0.6 - 0.3);
glVertex2f(-0.1, 0.6 - 0.3);
glVertex2f(-0.1, 0.5 - 0.3);
glVertex2f(-0.2, 0.5 - 0.3);
glEnd();
glColor3f(0, 1, 0);
drawBitmapText("Usama Ishfaq", 200, 400, 0);//drawBitmapText("Usama Ishfaq", x(how much right), y(how much down), z);
glutSwapBuffers();
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow("Usama OGL Window");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
By not following bad tutorials and placing calls to glViewport and projection matrix setup at the only place valid: The display function. Setting the viewport and projection matrix in the reshape handler is an anti-pattern. Don't do it.
Do this
void display(void)
{
int const w = glutGet(GLUT_WINDOW_WIDTH);
int const h = glutGet(GLUT_WINDOW_HEIGHT);
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();//Resets to identity Matrix.
gluOrtho2D(-1, 1, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glBegin(GL_POLYGON);//1
glVertex2f(-0.2, 0.6 - 0.3);
glVertex2f(-0.1, 0.6 - 0.3);
glVertex2f(-0.1, 0.5 - 0.3);
glVertex2f(-0.2, 0.5 - 0.3);
glEnd();
/* viewport doesn't change in this
* application, but it's perfectly
* valid to set a different
* glViewport(...) here */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();//Resets to identity Matrix.
gluOrtho2D(0, w, h, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor3f(0, 1, 0);
drawBitmapText("Usama Ishfaq", 200, 400, 0);//drawBitmapText("Usama Ishfaq", x(how much right), y(how much down), z);
glutSwapBuffers();
}
Update (due to request in coments):
Why is it wrong to set the viewport and projection parameters in the reshape handler? Well, you just experienced the reason yourself: They are not "one size fits all" state and throughout rendering slightly more complex frames that go beyond just a mesh drawn, you're going to want to mix and match different viewports and projections throughout rendering. Here's a (incomplete) list of things that require to have different viewports and projections while rendering a single frame:
render-to-texture (FBO) – needs viewport withing the bounds of the texture, and usually also a different projection (important for shadow mapping, dynamic cubemaps and lots of other advanced, multipass rendering techniques)
minimaps / overview frames or similar in the corner (viewport covering just the corner)
text annotation overlays (different projection; usually a plain identity transform so to draw text rectangles directly in NDC space)
"magnifying glass" overlay
Since changing viewport and projection state happens multiple times in only slightly more complex OpenGL drawing, it makes
a) zero sense to set it in the reshape handler: whatever the handler sets will be set only at the beginning of the drawing of the first frame and thereafter the frame drawing code itself would have to reset to what the reshape handler sets. So why even bother doing it in the reshape handler at all?
b) placing viewport and projection setup code in the reshape handler a burden in the long run, because it might cause other parts of the program getting dependent on that. And if that happens, once you realize your mistake and try to move that viewport and projection setup code to where it belongs other parts of the program that relied on it being called from the reshape handler break and you have to fix those, too.
All in all, there are no reasons to place any drawing related calls (and glViewport and projection setup definitely are drawing related) in the reshape handler. Of course "one time" initialization is perfectly fine there, i.e. if you want to adjust the size of FBO render targets to match the window, or if you want to prepare an overlay image that later on gets applied repeatedly.
You can make this much simpler. For what you're doing, there's no need to bother with setting transformations at all.
It looks like, for the box, you're trying to use coordinates in the range [-1.0, 1.0] for both coordinate directions. This corresponds to the OpenGL NDC (Normalized Device Coordinates) coordinate system, which is the coordinate space vertices are in after both the modelview and projection transformations are applied. If you keep these at their default identity matrix, you can specify coordinates directly in NDC space. In other words, to use coordinates in the range [-1.0, 1.0], do... nothing at all, and just keep everything at its default.
The reason the box rendering works for you when you call:
gluOrtho2D(0.0, 0.0, 0.0, 0.0);
is that this call will result in an error, as documented on the man page:
GL_INVALID_VALUE is generated if left = right, or bottom = top, or near = far.
and will therefore keep the defaults untouched, which is exactly what you need.
Now, for the text, it looks like you want to specify the position in units of pixels. The problem you're having is that glRasterPos*() runs the specified coordinates through the transformation pipeline, meaning that, with the default identity modelview and projection transformations, it expects the input coordinates to be in the range [-1.0, 1.0] just like the coordinates you pass to glVertex2f().
Fortunately, there's a very easy way to avoid that. There's a very similar glWindowPos*() call, with the only difference that the coordinates passed to it are in window coordinates, which are in units of pixels.
So in summary:
Remove all glMatrixMode() calls.
Remove all glLoadIdentity() calls.
Remove all gluOrtho2D() calls.
In drawBitmapText(), replace the glRasterPos3f() call by:
glWindowPos2f(x, y);
The only thing to watch out for is that the origin of window coordinates is in the bottom left corner. So if your text position is given relative to the top left corner, you'll need something like:
glWindowPos2f(x, windowHeight - y);
To address some misleading information in another answer: It's perfectly fine to call glViewport() in the reshape() function, as long as you use the same viewport for all your rendering. In more complex applications, you will often need different viewports for different parts of the rendering (e.g. when you render to FBOs, or to only part of the window), so you will need to call glViewport() at the proper places during rendering. But for a simple example, where you do all your rendering to the entire window, there's nothing wrong with calling it in reshape().

3D Orthographic Projection

I want to construct a Orthographic projection to make my sun's shadow map look right. Unfortunately, the code is not achieving the desired results as using the regular perspective projection. Here's my code for setting up the projection matrix:
glViewport (0, 0, (GLsizei)shadowMap.x, (GLsizei)shadowMap.y);
glMatrixMode (GL_PROJECTION);
glLoadIdentity();
//suns use this
glOrtho(0, shadowMap.x, 0, shadowMap.y, 0.1,1000.0);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity();
From what I understand that should be correct. However, after a quick debug render, I noticed that the scene was rendering in a tiny portion of the screen. After some experimentation, I found changing the shadowMap values in glOrtho made it cover the whole texture, but it was really zoomed in. In my perspective projection I use 0.1 and 1000.0 for my near and far, and I've experimented with those and it does change the results, but not get the desired results still. The only time that I get the correct results is when the values are kept with shadowMap.x and shadowMap.y, but like I said, its rendering really small.
What am I doing wrong here? Everything I've read said that the initial code is correct.
EDIT:
Apparently it wasn't clear that this is for the shadow map pass, the regular pass is rendered with perspective and is fine.
Shadow mapping is multi pass algorithm.
You are reffering to the first pass (point 1).
Render scene form light source view into depth texture
Render scene from camera view with depth texture projection mapping enabled.
current fragment xy+depth is then transformed into light projection coordinates and is compared to stored depth on depth texture
if both depths are equal (or nearly equal) current fragment should be considered as lit, otherwise as shadowed.
So everything's fine with your code, store depth values from this pass to depth texture and proceed to point 2.
One thing you should think about is how wide area your light should cover (in world space). With loadidentity on modelview you are attempting to cover 1 world unit x 1 world unit area for you light only.
Consider we have a sphere at 0,0,0 with radius 5.0
We have depth texture of 256,256 dims.
We want to project it along Z onto sphere.
glVieport(0,0,256,256);
glMatrixMode(GL_PROJECTION);
glLoadidentity();
glOrtho(-2.5,2.5,-2.5,2.5,-1000,1000);
glMatrixMode(GL_MODELVIEW);
glLoadidentity();
//flip z, we cast light from obove
glRotate(1,0,0,180);
I don't see where you set the light modelview matrix. You can render a shadow map using the code below:
double* getOrthoMVPmatrix(vector3 position,vector3 lookat,
GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble nearVal, GLdouble farVal)
{
glPushMatrix();
double projection[16];
double modelView[16];
double *matrix = new double [16];
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho( left, right, bottom, top, nearVal, farVal) ;
glMatrixMode(GL_MODELVIEW);
glEnable(GL_DEPTH_TEST);
glLoadIdentity();
gluLookAt(position.x,position.y,position.z,lookat.x,lookat.y,lookat.z,0,1,0);
glGetDoublev(GL_MODELVIEW_MATRIX, modelView);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glPopMatrix();
matrix = projection*modelView;
return matrix ;
}
void renderShadowMap(void)
{
//"Bind your depth framebuffer"
glViewport(0,0,"Your SM SIZE","Your SM SIZE");
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
double *MVP = getOrthoMVPmatrix( "your light position","your light position" + "your light direction",
-"left","right",
"bottom","top",
"near","far"
) ;
//"call glUseProgram to bind your shader"
// set the uniform MVP we made "
//"Draw your scene "
glViewport(0,0,"screen width","screen height");
}
Your will need to make a multiplication operator for double [16] array. In my case i made a matrix class but do it your way.
Dont forget to call glCullFace(GL_BACK) before drawing your real scene and free MVP after.

OpenGL switching between ortho and perspective

I have a tile engine using orthographic projection in immediate mode and I'm just trying to draw a 3d cube on top of my tile scene, in hopes that I can eventually incorporate 3d models into my engine instead of just sprites / textured quads. I would also like to make the tiles 3d for that slight bit of extra eye candy.. Hopefully I can eventually convert this to use modern OpenGL so I can take advantage of those extra features. Not on the top of my priority list at the moment. So on to the question.
I'm initializing OpenGL with this:
void initGL()
{
glDisable(GL_DEPTH_TEST);
glViewport( 0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Initialize Projection Matrix
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
//Initialize Modelview Matrix
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
glOrtho(0,SCREEN_WIDTH,SCREEN_HEIGHT,0,0,1);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
//...setting some various other attributes, omitted for brevity...
glEnable(GL_TEXTURE_2D);
glClearColor( 0, 0, 0, 0 );
}
I have a function for drawing a cube that works.
void draw_cube()
{
/* position object */
glRotatef(30.0F, 1.0F, 0.0F, 0.0F);
glRotatef(30.0F, 0.0F, 1.0F, 0.0F);
/* draw six faces of a cube */
glBegin(GL_QUADS);
...vertices... (removed for brevity)
glEnd();
}
I made 2 functions for setting the 2d and 3d projection modes.
void set3d()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(0,SCREEN_WIDTH,0,SCREEN_HEIGHT, 0,1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void set2d()
{
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0,SCREEN_WIDTH,SCREEN_HEIGHT,0,0,1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
For the sake of completeness, some pseudocode of my textured quad drawing..
pushmatrix();
translate();
rotate();
-translate();
glbegin();
...vertices
glend();
popmatrix();
So far I have managed to get the cube to draw on top of the tiles, but it disappears after approximately 1 second to never be seen again until I run the program again.
Basically what I'm doing in the main loop is this:
move objects around, process collisions, etc.
set2d();
draw textured quads, lines, text, etc. in 2d mode.
set3d();
draw_cube();
My question is: Why is the cube disappearing, and are there any errors in my set2d() and set3d() functions?
You have quite a few problems in this code, too many to list in comments in fact.
Your projection matrices are changing the handedness of your post-projected coordinate space, which will affect polygon winding.
Stick to a single handedness, unless you want to reverse the direction used for front- / back-facing polygon facets (glFrontFace (...)) - it is CCW by default, but you will have to change it to CW when you use set3d (...) to maintain consistent behavior.
This problem arises because you have the Y-axis going different directions
The behavior your are describing, where the object appears briefly and then disappears is indicative of an issue with your matrix stack.
Are you calling initGL (...) more than once in your software? You will run into a stack overflow if you do this enough times since you needlessly push the current matrix onto the stack and never pop it off.
You cannot use 0.0 for zNear with a perspective projection matrix, this will result in wonky math during the perspective divide step that comes after transformation to clip-space; the depth buffer will not work correctly.
In fact, glFrustum (...) will generate a GL_INVALID_VALUE error and do exactly nothing if you pass a value ≤ 0.0 for zNear. On a related note, gluPerspective (...) will not do this since it is not actually part of OpenGL, but it is equally invalid behavior to pass such a value to gluPerspective (...).

Opengl: Viewport, clipping, matrixtmode confusion

I've been studying Computer Graphics and I'm very confused about the role of the viewport, gluortho and when to use GL_MatrixMode and GL_Projection.
Here is a sample code I wrote that confuses me.
void init()
{
glClearColor(1.0,1.0,1.0,1.0);//Background Color of Viewport
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-200,200,-200,200,-50,50);
glMatrixMode(GL_MODELVIEW);
}
void wheel()
{
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1,0.2,0.2);
glLoadIdentity();
glViewport(0,0,200,200);
glutSolidCube(100);
glFlush();
}
void main(int argc,char** argv)
{
glutInit(&argc,argv);
glutInitWindowSize(400,400);
glutInitWindowPosition(400,400);//Position from the top left corner
glutCreateWindow("Car");
init();
glutDisplayFunc(wheel);//Shape to draw
glutMainLoop();
}
When I change the Cube's size to 200 it disappears, why? Is that because it's larger than the z clipping?
When I remove glMatrixMode(GL_MODELVIEW) the cube disappears why?
If I don't flush at the end of the display function the cube disappears as well,why?
When I make the viewport smaller the object get smaller does that mean the object coordinates are relative to the viewport and not the world coordinates?
When you change the cubes size to 200, its faces extend beyond the near and far clipping planes, which you've set in your glOrtho call to -50 and 50. Technically you'd then be viewing the inside of the cube, but the far side of the cube is also outside of the far clipping plane, so you can't see its backface.
Removing the call to set the matrix mode to GL_MODELVIEW means your glLoadIdentity call operates on the fixed functionality projection matrix (I'm pretty sure), and so the cube is directly translated into Normalized Device Coordinates, and it once again extends beyond all the clipping planes.
Finally, glViewport defines the size of the buffer you should be rendering to, and therefore usually matches your screen size. Making it smaller effectively makes your screen size smaller, but does not change the actual GLUT window size. In mathematical terms, it changes the way fragments are projected from normalized device coordinates into screen coordinates.

OpenGL gluLookAt() not working as intended

I am making a rollercoaster inside of a skybox in OpenGL, and without much background on it's functions or computer graphics it is proving to be very difficult. I drew a rollercoaster using Catmull-Rom spline interpolation, and drew each point with glVertex3f. Now I want to call an update() function every 50ms to move the camera around the track. gluLookAt() is producing weird results, either removing the track from the screen, producing a black screen, etc. I think I need to move some of the matrix functions around but I am not sure where to put each one. Here is my code so far:
int main(int argc, char** argc)
{
// ... load track, etc ...
// Init currpos, nextpos, iter, up
currpos = Vec3f(0, 0, 0);
nextpos = currpos;
iter = 0;
up = Vec3f(0, 1, 0);
deque<Vec3f> points;
Vec3f newpt;
// Loop through the points and interpolate
for (pointVectorIter pv = g_Track.points().begin(); pv != g_Track.points().end(); pv++)
{
Vec3f curr(*pv); // Initialize the current point and a new point (to be drawn)
points.push_back(curr); // Push the current point onto the stack
allpoints.push_back(curr); // Add current point to the total stack
if (points.size() == 4) // Check if there are 4 points in the stack, if so interpolate
{
for (float u = 0.0f; u < 1.0f; u += 0.01f)
{
newpt = interpolate(points[0], points[1], points[2], points[3], u);
glColor3f(1, 1, 1);
glVertex3f(newpt.x(), newpt.y(), newpt.z());
allpoints.push_back(newpt);
}
points.pop_front();
}
}
// glutInit, InitGL(), etc...
}
void InitGL(GLvoid)
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(100.0, (GLfloat)WINDOW_WIDTH / (GLfloat)WINDOW_HEIGHT, .0001, 999999);
glMatrixMode(GL_MODELVIEW);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
}
void display (void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(currpos.x(), currpos.y(), currpos.z(), nextpos.x(), nextpos.y(), nextpos.z(), up.x(), up.y(), up.z());
glPushMatrix();
glEnable(GL_TEXTURE_2D); // Enable texturing from now on
/* draw skybox, this was from previous assignment and renders correctly */
glPopMatrix();
// now draw rollercoaster ...
glPushMatrix();
glBegin(GL_LINE_STRIP);
deque<Vec3f> points;
Vec3f newpt;
for each (Vec3f pt in allpoints)
{
glColor3f(1, 1, 1);
glVertex3f(pt.x(), pt.y(), pt.z());
}
glutTimerFunc(50, update, 1);
glEnd();
glPopMatrix();
// Swap buffers, so one we just drew is displayed
glutSwapBuffers();
}
void update(int a)
{
if (iter < allpoints.size())
{
currpos = allpoints[iter];
nextpos = allpoints[iter + 1];
gaze = nextpos - currpos;
gaze.Normalize();
Vec3f::Cross3(binorm, gaze, up);
binorm.Normalize();
Vec3f::Cross3(up, binorm, gaze);
up.Normalize();
glutPostRedisplay();
}
iter++;
}
The idea is that I am keeping a global deque allpoints that includes the control points of the spline and the interpolated points. Once that is complete, I call update() every 50ms, and move the camera along each point in allpoints. In a previous version of the project, I could see that the rollercoaster was being drawn correctly. It is gluLookAt() that doesn't seem to work how I want it to. With the code above, the program starts with the camera looking at one side of the skybox with a part of the rollercoaster, and then when update() is called, the rollercoaster disappears but the camera does not move. I have been messing around with where I am putting the OpenGL matrix functions, and depending on where they are sometimes update() will cause a blank screen as well.
Besides the absence of glPopMatrix (which user971377 already spotted), you call glLoadIdentity in your drawing routine, which of course overwrites any changes you did on the modelview matrix in the update method (using gluLookAt).
Always keep in mind: gluLookAt, glOrtho, gluPerspective, glTranslate, glRotate, and all other matrix and transformation functions always work on the top element (changed by glPush/PopMatrix) of the currently selected matrix stack (changed by glMatrixMode). And they always multiply the current matrix, istead of replacing it. So like for gluPerspective, you should call glLoadIdentity before calling gluLookAt. And the whole camera change should be done in the rendering routine, istead of the update routine.
Instead of doing any GL transformations in update you should rather change the variables on which the camera depends and set the camera (gluLookAt on the modelview matrix) in the display method. To demonstrate the standard use of these functions, your code should be something like:
void display()
{
<general state setup (glClear, ...)>
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glLookAt(camera); //view transformation (camera)
//object 1
glPushMatrix(); //save modelview
glTranslate/glRotate/glScale; //local model transformations
<draw object 1>
glPopMatrix();
...
//object n
glPushMatrix(); //save modelview
glTranslate/glRotate/glScale; //local model transformations
<draw object n>
glPopMatrix();
gluSwapBuffers();
}
void update()
{
camera = ...;
}
}
Noticed in your code glPushMatrix(); is called with no glPopMatrix();
Just a thought, this might have something to do with you issue.
gluLookAt always applies its result to current matrix, which in your case is GL_MODEL_VIEW. But when you render your roller coaster, you load identity in that matrix, which erase the value you put using gluLookAt.
In this case, you don't need to touch the model view. In fact, GL_MODEL_VIEW stands for model matrix multiply by view matrix. In this case, you can glPushMatrix() followed by glMulMatrix( myModelMatrix ) and after rendering glPopMatrix(). With this, you can keep your view matrix inside the GL_MODEL_VIEW and still use a different model matrix for each object
I also suggest you only change projection matrix once a frame, and not each frame.
It's been a long time since I touched OpenGL, but here are a few things to consider:
With each call to display(), you are drawing the skybox with the current matrix then loading the identity matrix to draw the roller coaster. Perhaps load the identity within the push/pop so that the skybox is constant, but your prevailing tranformations on the roller coaster are applied.
Do you need to call gluPerspective and glMatrixMode with every call to display()?
Repeatedly calculating binorm from up and then up from binorm will probably give you unexpected results in terms of rotation of the camera around the screen's z axis.
The call to gluLookAt appears to have nextpos and currpos reversed, pointing the camera in the opposite direction.
(Opinion only) It may still look wierd with a completely stationary skybox. Matching camera rotation (but not translation) when drawing the skybox and roller coaster may look better.