Entire object rotates - opengl

The idea from this code is to let a windmill like structure to rotate, the problem is that the entire object rotates instead of the windmill fan itself (not the red triangles only). here is the code (I use the keys to control speed)
#include <windows.h> // for MS Windows
#include <GL/glut.h> // GLUT, include glu.h and gl.h
float angle = 0.00002f;
int refreshMills = 30;
void initGL() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Black and opaque
}
void Timer(int value) {
glutPostRedisplay(); // Post re-paint request to activate display()
glutTimerFunc(refreshMills, Timer, 0); // next Timer call milliseconds later
}
void display() {
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_TRIANGLES);
glColor3f(1.0f, 0.0f, 0.0f)
glVertex2f(0.0f, 0.0f);
glVertex2f(-0.4f, 0.2f);
glVertex2f(-0.2f, 0.4f);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex2f(0.0f, 0.0f);
glVertex2f(0.4f, -0.2f);
glVertex2f(0.2f, -0.4f);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex2f(0.0f, 0.0f);
glVertex2f(-0.4f, -0.2f)
glVertex2f(-0.2f, -0.4f);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex2f(0.0f, 0.0f);
glVertex2f(0.4f, 0.2f);
glVertex2f(0.2f, 0.4f);
glEnd();
glRotatef(angle, 0.0f, 0.0f, 1.0f);
angle=angle+0.000002f;
glutPostRedisplay();
glBegin(GL_TRIANGLES);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex2f(0.0f, 0.0f);
glVertex2f(-0.4f, -0.6f);
glVertex2f(0.4f, -0.6f);
glEnd();
glFlush();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y) {
switch (key) {
case 'a':{
angle+=1;
glutPostRedisplay();
}
case 's':
angle+=2;
glutPostRedisplay();
case 'd':
angle+=3
glutPostRedisplay();
case 'f':
angle=0;
}
}
}
int main(int argc, char** argv) {
glutInit(&argc, argv); // Initialize GLUTx
glutCreateWindow("Windmill"); // Create window with the given title
glutInitWindowSize(320, 320); // Set the window's initial width & height
glutInitWindowPosition(50, 50); // Position the window's initial top-left corner
glutDisplayFunc(display);
glutTimerFunc(0, Timer, 0);
glutSpecialFunc(specialKeys);
glutKeyboardFunc(keyboard);
initGL(); // Our own OpenGL initialization
glutMainLoop(); // Enter the event-processing loop
return 0;
}

You need to implement some sort of hierarchy(commonly a scene graph) here that uses transformation matrixes to do your transformations.
Basically, create a "Windmill" object that has its own transformation matrix. Then create a "Windmill Fan" object that has its own. Make the fan a child of the parent. The transformations essentially propagate down. Transform the Windmill, then transform the Windmill Fan.
Post on Scene Graphs
You may also want to check out the Game Development section of stackoverflow. These questions are usually not met with open arms here.

You need to clear your transformations before trying to draw a new frame. So, put a glLoadIdentity() after you glClear function.
void display() {
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity(); // <-- put it here
glBegin(GL_TRIANGLES);
...

You need to call glRotate before drawing the rotating object. And before that, you need to push the current model view matrix onto the stack with glPushMatrix, then pop it with glPopMatrix before drawing the rest of the windmill.
Once you have a more complex scene you might consider using a scene graph. Note that the matrix functions like glRotate are now deprecated. You might consider switching to e.g. glm as soon as possible.

Try this:
#include <GL/glut.h> // GLUT, include glu.h and gl.h
void Timer(int value)
{
glutPostRedisplay(); // Post re-paint request to activate display()
glutTimerFunc(16, Timer, 0); // next Timer call milliseconds later
}
float rate = 1.0f;
void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
case 'a':
rate=2;
break;
case 's':
rate=3;
break;
case 'd':
rate=4;
break;
case 'f':
rate=0;
break;
}
glutPostRedisplay();
}
float angle = 0.0f;
void display()
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Black and opaque
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
// base
glPushMatrix();
glBegin(GL_TRIANGLES);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex2f(0.0f, 0.0f);
glVertex2f(-0.4f, -0.6f);
glVertex2f(0.4f, -0.6f);
glEnd();
glPopMatrix();
// prop
glPushMatrix();
glRotatef(angle, 0.0f, 0.0f, 1.0f);
angle=angle+rate;
glBegin(GL_TRIANGLES);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex2f(0.0f, 0.0f);
glVertex2f(-0.4f, 0.2f);
glVertex2f(-0.2f, 0.4f);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex2f(0.0f, 0.0f);
glVertex2f(0.4f, -0.2f);
glVertex2f(0.2f, -0.4f);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex2f(0.0f, 0.0f);
glVertex2f(-0.4f, -0.2f);
glVertex2f(-0.2f, -0.4f);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex2f(0.0f, 0.0f);
glVertex2f(0.4f, 0.2f);
glVertex2f(0.2f, 0.4f);
glEnd();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv); // Initialize GLUTx
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );
glutInitWindowSize(320, 320); // Set the window's initial width & height
glutInitWindowPosition(50, 50); // Position the window's initial top-left corner
glutCreateWindow("Windmill"); // Create window with the given title
glutDisplayFunc(display);
glutTimerFunc(0, Timer, 0);
glutKeyboardFunc(keyboard);
glutMainLoop(); // Enter the event-processing loop
return 0;
}

Related

Why multiple function call not working in Opengl?

I'm try to use different function to make various object and call by one function like display() in my Opengl project. But It's not working, when I called two function then show me a function another one is not showing, I don't know why,
I have tried this way:
#include <windows.h> // for MS Windows
#include <GL/glut.h> // GLUT, include glu.h and gl.h
#include <math.h>
void box() {
glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // Set background color to black and opaque
glClear(GL_COLOR_BUFFER_BIT); // Clear the color buffer (background)
// Draw a Red 1x1 Square centered at origin
glBegin(GL_POLYGON); // Each set of 4 vertices form a quad
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex2f(-0.9f, -0.7f);
glVertex2f(-0.9f, 0.7f);
glVertex2f(0.9f, 0.7f);
glVertex2f(0.9f, -0.7f); // x, y
glEnd();
glFlush(); // Render now
}
void triangle()
{
glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // Set background color to black and opaque
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_POLYGON); // Each set of 4 vertices form a quad
glColor3f(0.0f, 1.0f, 0.0f); // green
glVertex2f(-0.9f, -0.7f);
glVertex2f(-0.4f, 0.7f);
glVertex2f(0.1f, -0.7f); // x, y
glEnd();
glFlush(); // Render now
}
void display()
{
box();
triangle();
}
/* Main function: GLUT runs as a console application starting at main() */
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitWindowSize(1000, 600);// Set the window's initial width & height
glutCreateWindow("OpenGL Setup Test");
//gluOrtho2D(-0.1,0.7,-0.1,0.3); // Create a window with the given title
//glutInitWindowSize(500, 500);// Set the window's initial width & height
glutDisplayFunc(display);// Register display callback handler for window re-paint
glutMainLoop(); // Enter the event-processing loop
return 0;
}
Any suggestion please.
You are clearing the buffer before rendering each of the shapes, thus erasing the previous shape you just drew. Instead you should clear it only once per display. Same goes with glFlush:
void box() {
// Draw a Red 1x1 Square centered at origin
glBegin(GL_POLYGON);
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex2f(-0.9f, -0.7f);
glVertex2f(-0.9f, 0.7f);
glVertex2f(0.9f, 0.7f);
glVertex2f(0.9f, -0.7f); // x, y
glEnd();
}
void triangle()
{
glBegin(GL_POLYGON);
glColor3f(0.0f, 1.0f, 0.0f); // green
glVertex2f(-0.9f, -0.7f);
glVertex2f(-0.4f, 0.7f);
glVertex2f(0.1f, -0.7f); // x, y
glEnd();
}
void display()
{
glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // Set background color to white and opaque
glClear(GL_COLOR_BUFFER_BIT); // Clear the color buffer (background)
box();
triangle();
glFlush(); // Render now
}

Opengl/Glut keyboard input trouble

i have an assignment to draw a pyramid onto the screen and then rotate after i press the 'k' key in my keyboard.
Everything works ok, except the rotation part as the program doesn't seem to be noting me pressing the key. The code goes as follows:
void changeSize(int w, int h) {
if(h == 0)
h = 1;
float ratio = w * 1.0 / h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, w, h);
// Set perspective
gluPerspective(45.0f ,ratio, 1.0f ,1000.0f);
// return to the model view matrix mode
glMatrixMode(GL_MODELVIEW);
}
void renderScene(void) {
// clear buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// set the camera
glLoadIdentity();
gluLookAt(5.0,5.0,5.0,
0.0,0.0,0.0,
0.0f,2.0f,0.0f);
// put the geometric transformations here
// put drawing instructions here
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
glBegin(GL_LINES);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(-100.0f, 0.0f, 0.0f);
glVertex3f( 100.0f, 0.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(0.0f, -100.0f, 0.0f);
glVertex3f(0.0f, 100.0f, 0.0f);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(0.0f, 0.0f, -100.0f);
glVertex3f(0.0f, 0.0f, 100.0f);
glEnd();
//triangulos da base
glBegin(GL_TRIANGLES);
glColor3f(255.0f,255.0f,255.0f);
glVertex3f(1.0f,0.0f,1.0f);
glVertex3f(-1.0f,0.0f,-1.0f);
glVertex3f(-1.0f,0.0f,1.0f);
glEnd();
glBegin(GL_TRIANGLES);
glVertex3f(1.0f,0.0f,1.0f);
glVertex3f(1.0f,0.0f,-1.0f);
glVertex3f(-1.0f,0.0f,-1.0f);
glEnd();
//triangulos das faces
glBegin(GL_TRIANGLES);
glVertex3f(1.0f,0.0f,1.0f);
glVertex3f(0.0f,2.0f,0.0f);
glVertex3f(-1.0f,0.0f,1.0f);
glEnd();
glBegin(GL_TRIANGLES);
glVertex3f(1.0f,0.0f,-1.0f);
glVertex3f(0.0f,2.0f,0.0f);
glVertex3f(1.0f,0.0f,1.0f);
glEnd();
glBegin(GL_TRIANGLES);
glVertex3f(1.0f,0.0f,-1.0f);
glVertex3f(0.0f,2.0f,0.0f);
glVertex3f(-1.0f,0.0f,-1.0f);
glEnd();
glBegin(GL_TRIANGLES);
glVertex3f(-1.0f,0.0f,-1.0f);
glVertex3f(0.0f,2.0f,0.0f);
glVertex3f(-1.0f,0.0f,1.0f);
glEnd();
// End of frame
glutSwapBuffers();
}
// write function to process keyboard events
void rotate (unsigned char key, int x, int y) {
if (key == 'k')
glRotatef(45,1.0,1.0,0.0);
glutPostRedisplay();
}
int main(int argc, char **argv) {
// init GLUT and the window
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGBA);
glutInitWindowPosition(100,100);
glutInitWindowSize(1200,1200);
glutCreateWindow("CG#DI-UM");
// Required callback registry
glutDisplayFunc(renderScene);
glutReshapeFunc(changeSize);
// put here the registration of the keyboard callbacks
glutKeyboardFunc(rotate);
// OpenGL settings
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
// enter GLUT's main cycle
glutMainLoop();
return 0;
}
It seems that my program is not noting me pressing the key even tho i am. Im tried only printing the keys that are being pressed, and that works, so i'm really lost here.
glRotatef seem to have no effect in rotate, because glLoadIdentity() is called at the begin of renderScene. Actually glRotatef changes the current matrix, but when the scene is rendered (renderScene), then glLoadIdentity() loads the Identity matrix to the current matrix.
Anyway it is a bad style to do changes to the current matrix in input event callbacks. Change states and values of variables in the input events and use the variables to set the current model view matrix before the scene is rendered in renderScene.
Add a global variable angle:
float angle = 0.0f;
Change the value of the variable in renderScene. e.g:
void rotate (unsigned char key, int x, int y) {
if (key == 'k') {
angle += 45.0f;
glutPostRedisplay();
}
}
And apply the rotation to the current matrix in renderScene:
void renderScene(void) {
// clear buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// set the camera
glLoadIdentity();
gluLookAt(5.0,5.0,5.0,
0.0,0.0,0.0,
0.0f,2.0f,0.0f);
// apply rotation
glRotatef(angle, 1.0f, 1.0f, 0.0f);
// [...]
}

OpenGL & Xcode Colour Issue

Moving from Visual Studio to Xcode to code in OpenGL and C++ I have come across an issue.
Trying to draw a simple cube in Xcode there is an issue (possibly with the depth buffer) that means the rendering of the cube is p
I have created a function that draws the cube panels using quads. My code runs and on Visual Studio displays the cube correctly. In Xcode, however, it seems to give priority to the latest drawn quad so that a panel of the cube appears to be in front of a panel it is behind. Attached is an example of the display I am getting in Xcode. Also, the code I have written.
The question I am asking is if anyone has had this issue before? Further, if anyone knows what is causing this issue and if there is a solution?
#include <stdlib.h>
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <GLUT/GLUT.h>
#include <math.h>
char rendermode; // global variable for current rendering mode
/*
* Scene initialisation
*/
void InitGL(GLvoid)
{
glShadeModel(GL_SMOOTH); // Enable smooth shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black background
glClearDepth(1.0f); // Depth buffer setup
glEnable(GL_DEPTH_TEST); // Enables depth testing
glDepthFunc(GL_LEQUAL); // The type of depth testing to do
glEnable(GL_COLOR_MATERIAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}
void drawCube(float size){
glBegin(GL_QUADS);
//Front Panel (Black)
glColor3f(0.0, 0.0, 0.0);
glVertex3f(size, size, size);
glVertex3f(-size, size, size);
glVertex3f(-size, -size, size);
glVertex3f(size, -size, size);
//Back Panel (Blue)
glColor3f(0.0, 0.0, 1.0);
glVertex3f(size, size, -size);
glVertex3f(-size, size, -size);
glVertex3f(-size, -size, -size);
glVertex3f(size, -size, -size);
//Left Panel (Yellow)
glColor3f(1.0, 1.0, 0.0);
glVertex3f(-size, size, size);
glVertex3f(-size, -size, size);
glVertex3f(-size, -size, -size);
glVertex3f(-size, size, -size);
//Right Panel (Green)
glColor3f(0.0, 1.0, 0.0);
glVertex3f(size, size, size);
glVertex3f(size, -size, size);
glVertex3f(size, -size, -size);
glVertex3f(size, size, -size);
//Bottom Panel (Light Blue)
glColor3f(0.0, 1.0, 1.0);
glVertex3f(size, -size, size);
glVertex3f(-size, -size, size);
glVertex3f(-size, -size, -size);
glVertex3f(size, -size, -size);
//Top Panel (Pink)
glColor3f(1.0, 0.0, 1.0);
glVertex3f(size, size, size);
glVertex3f(-size, size, size);
glVertex3f(-size, size, -size);
glVertex3f(size, size, -size);
glEnd();
}
void idle (void)
{
glutPostRedisplay(); // trigger display callback
}
void display (void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
// set the camera
gluLookAt(5.0f, 5.0f, 10.0f,
0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f);
//TO DO: Draw a cube rather than a square
// different render mode
switch ( rendermode ) {
case 'f': // to display faces
drawCube(2);
break;
case 'v': // to display points
glBegin(GL_POINTS);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glEnd();
glPointSize(5);
break;
case 'e': // to display edges
glBegin(GL_LINES);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f( -1.0f, 1.0f,1.0f);
glVertex3f( -1.0f, -1.0f,1.0f);
glVertex3f( -1.0f, 1.0f,1.0f);
glVertex3f( 1.0f, 1.0f,1.0f);
glVertex3f( -1.0f, -1.0f,1.0f);
glVertex3f( 1.0f, -1.0f,1.0f);
glVertex3f( 1.0f, -1.0f,1.0f);
glVertex3f( 1.0f, 1.0f,1.0f);
glEnd();
break;
}
glutSwapBuffers();
}
/*
* The reshape function sets up the viewport and projection
*/
void reshape ( int width, int height )
{
// Prevent a divide by zero error by making height equal 1
if (height==0)
{
height=1;
}
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Need to calculate the aspect ratio of the window for gluPerspective
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
// Return to ModelView mode for future operations
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
/*
* Callback for standard keyboard presses
*/
void keyboard ( unsigned char key, int x, int y )
{
switch(key) {
// Exit the program when escape is pressed
case 27:
exit(0);
break;
// Switch render mode for v,e,f
case 'v':
rendermode='v';
break;
case 'e':
rendermode='e';
break;
case 'f':
rendermode='f';
break;
default:
break;
}
glutPostRedisplay();
}
// Arrow keys need to be handled in a separate function from other keyboard presses
void arrow_keys ( int a_keys, int x, int y )
{
switch ( a_keys ) {
case GLUT_KEY_UP:
glutFullScreen();
break;
case GLUT_KEY_DOWN:
glutReshapeWindow(500, 500);
break;
default:
break;
}
}
void mouseButton(int button, int state, int x, int y)
{
}
void mouseMove(int x, int y)
{
}
/*
* Entry point to the application
*/
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutInitWindowSize(500, 500);
glutCreateWindow("CW1 OpenGL Framework");
// glutFullScreen(); // Uncomment to start in full screen
InitGL();
rendermode='f';
// Callback functions
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutSpecialFunc(arrow_keys); // For special keys
glutMouseFunc(mouseButton);
glutMotionFunc(mouseMove);
glutIdleFunc(idle);
glutMainLoop();
}
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
...
glEnable(GL_DEPTH_TEST);
You kinda need a depth buffer for GL_DEPTH_TEST to work. The OS isn't required to give you a depth buffer if you don't ask for one.
If you capital-N Need a depth buffer make sure explicitly request one:
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
^^^^^^^^^^

Can't get depth testing to work in OpenGL

I use SFML to create the window.
In this screenshot the cube should be behind the pyramid but it just doesn't work.
Here is the minimal code I used:
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <SFML/Graphics.hpp>
#include "ResourcePath.hpp"
void resize();
void drawScene();
void initGL();
float rtri = 0;
float rquad = 0;
float z = -10.0f;
int main (int argc, const char * argv[])
{
// Create the main window
sf::RenderWindow *window = new sf::RenderWindow();
window->Create( sf::VideoMode( 800, 600, 32 ), "Collision Detection", sf::Style::Close );
sf::Event event;
bool run = true;
initGL();
resize();
while( run ) {
window->PollEvent( event );
if( event.Type == sf::Event::Closed ) {
run = false;
}
drawScene();
window->Display();
// z+= 0.001f;
}
return EXIT_SUCCESS;
}
void resize() {
glViewport(0,0, 800,600);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,800/600,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void drawScene() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(0.0f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
glRotatef(rtri,0.0f,1.0f,0.0f); // Rotate The Triangle On The Y axis ( NEW )
glBegin(GL_TRIANGLES);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f( 0.0f, 1.0f, 0.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f( 0.0f, 1.0f, 0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f( 1.0f,-1.0f, -1.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f( 0.0f, 1.0f, 0.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f( 1.0f,-1.0f, -1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,-1.0f, -1.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f( 0.0f, 1.0f, 0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glEnd();
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(0.0f,0.0f,z); // Move Right 1.5 Units And Into The Screen 7.0
glRotatef(rquad,1.0f,1.0f,z); // Rotate The Quad On The X axis ( NEW )
glBegin(GL_QUADS);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f( 1.0f, 1.0f,-1.0f);
glVertex3f(-1.0f, 1.0f,-1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glColor3f(1.0f,0.5f,0.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glVertex3f( 1.0f,-1.0f,-1.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glColor3f(1.0f,1.0f,0.0f);
glVertex3f( 1.0f,-1.0f,-1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glVertex3f(-1.0f, 1.0f,-1.0f);
glVertex3f( 1.0f, 1.0f,-1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f,-1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glColor3f(1.0f,0.0f,1.0f);
glVertex3f( 1.0f, 1.0f,-1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f,-1.0f);
glEnd(); // Done Drawing The Quad
rtri+=0.2f; // Increase The Rotation Variable For The Triangle ( NEW )
rquad-=0.15f;
z-=0.01;
}
void initGL() {
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable( GL_CULL_FACE );
/* Position the camera */
glTranslatef(0, 0, -5);
}
I've tried different depth functions, GL_LESS, GL_EQUAL, I've tried them all. Also enabling and disabling depth testing on different places, nothing seems to work.
I'm running Mac OS X 10.7 ( Lion ), not sure if that is important, though I didn't seem to have any trouble with these kind of things before upgrading.
Your code looks okay. I suspect that your window simply does not have a depth buffer. You're using sf::RenderWindow, whose documentation says (emphasis mine):
Simple wrapper for sf::Window that allows easy 2D rendering.
I don't know SFML, but this tutorial suggests to create your window like this:
sf::WindowSettings Settings;
Settings.DepthBits = 24; // Request a 24 bits depth buffer
Settings.StencilBits = 8; // Request a 8 bits stencil buffer
Settings.AntialiasingLevel = 2; // Request 2 levels of antialiasing
sf::Window App(sf::VideoMode(800, 600, 32), "SFML OpenGL", sf::Style::Close, Settings);
You could set StencilBits and AntialiasingLevel to 0 since this example doesn't need them.
In latest version of SFML WindowSettings replaced by ContextSettings. Depth settings can be configured as.
//Configuring SFML window
sf::ContextSettings window_settings;
window_settings.depthBits = 24; // Request a 24-bit depth buffer
window_settings.stencilBits = 8; // Request a 8 bits stencil buffer
window_settings.antialiasingLevel = 2; // Request 2 levels of antialiasing
// Opening SFML window
sf::Window window(sf::VideoMode(800, 600), "Title", sf::Style::Resize | sf::Style::Close, window_settings);
glewExperimental = GL_TRUE;
// Initializing glew and openGL
glewInit();
glViewport(0, 0, 800, 600);
// Enabling Depth
glEnable(GL_DEPTH_TEST);

OpenGL true coordinates and glutTimerFunc() problem C++

HI I am starting to learn openGl for C++.but at stating point I stucked.
I have 2 question that is the coordinates for drawing some objects? I mean where is X, Y and Z?
Second one I am making tutorial from some sites. and I am trying to animate my triangle.In tutorial it works but on my computer not.I Also downloaded source codes but It doesnt move. And there is no compiler error.
Edit:I solved problem. With restarting computer.I think it is poblem about my computer.
Here sample codes. I thougt that problem is glutTimerFunc().
#include <iostream>
#include <stdlib.h>
#ifdef __APPLE__
#include<OpenGL/OpenGL.h>
#include <GLUT/glut.h>
#else
#include <gl/glut.h>
#endif
using namespace std;
//Called when a key is pressed
void handleKeypress(unsigned char key, int x, int y) {
switch (key) {
case 27: //Escape key
exit(0);
}
}
//Initializes 3D rendering
void initRendering() {
glEnable(GL_DEPTH_TEST);
}
//Called when the window is resized
void handleResize(int w, int h) {
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (double)w / (double)h, 1.0, 200.0);
}
float _angle = 30.0f;
float _cameraAngle = 0.0f;
//Draws the 3D scene
void drawScene() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW); //Switch to the drawing perspective
glLoadIdentity(); //Reset the drawing perspective
glRotatef(-_cameraAngle, 0.0f, 1.0f, 0.0f); //Rotate the camera
glTranslatef(0.0f, 0.0f, -5.0f); //Move forward 5 units
glPushMatrix(); //Save the transformations performed thus far
glTranslatef(0.0f, -1.0f, 0.0f); //Move to the center of the trapezoid
glRotatef(_angle, 0.0f, 0.0f, 1.0f); //Rotate about the z-axis
glBegin(GL_QUADS);
//Trapezoid
glVertex3f(-0.7f, -0.5f, 0.0f);
glVertex3f(0.7f, -0.5f, 0.0f);
glVertex3f(0.4f, 0.5f, 0.0f);
glVertex3f(-0.4f, 0.5f, 0.0f);
glEnd();
glPopMatrix(); //Undo the move to the center of the trapezoid
glPushMatrix(); //Save the current state of transformations
glTranslatef(1.0f, 1.0f, 0.0f); //Move to the center of the pentagon
glRotatef(_angle, 0.0f, 1.0f, 0.0f); //Rotate about the y-axis
glScalef(0.7f, 0.7f, 0.7f); //Scale by 0.7 in the x, y, and z directions
glBegin(GL_TRIANGLES);
//Pentagon
glVertex3f(-0.5f, -0.5f, 0.0f);
glVertex3f(0.5f, -0.5f, 0.0f);
glVertex3f(-0.5f, 0.0f, 0.0f);
glVertex3f(-0.5f, 0.0f, 0.0f);
glVertex3f(0.5f, -0.5f, 0.0f);
glVertex3f(0.5f, 0.0f, 0.0f);
glVertex3f(-0.5f, 0.0f, 0.0f);
glVertex3f(0.5f, 0.0f, 0.0f);
glVertex3f(0.0f, 0.5f, 0.0f);
glEnd();
glPopMatrix(); //Undo the move to the center of the pentagon
glPushMatrix(); //Save the current state of transformations
glTranslatef(-1.0f, 1.0f, 0.0f); //Move to the center of the triangle
glRotatef(_angle, 1.0f, 2.0f, 3.0f); //Rotate about the the vector (1, 2, 3)
glBegin(GL_TRIANGLES);
//Triangle
glVertex3f(0.5f, -0.5f, 0.0f);
glVertex3f(0.0f, 0.5f, 0.0f);
glVertex3f(-0.5f, -0.5f, 0.0f);
glEnd();
glPopMatrix(); //Undo the move to the center of the triangle
glutSwapBuffers();
}
void update(int value) {
_angle += 2.0f;
if (_angle > 360) {
_angle -= 260;
}
glutPostRedisplay(); //Tell GLUT that the display has changed
//Tell GLUT to call update again in 25 milliseconds
glutTimerFunc(25, update, 0);
}
int main(int argc, char** argv) {
//Initialize GLUT
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(400, 400);
//Create the window
glutCreateWindow("Transformations and Timers - videotutorialsrock.com");
initRendering();
//Set handler functions
glutDisplayFunc(drawScene);
glutKeyboardFunc(handleKeypress);
glutReshapeFunc(handleResize);
glutTimerFunc(24, update, 0); //Add a timer
glutMainLoop();
return 0;
}
Regarding your first question, you can use gluProject() to apply your transform matrices (via GL_MODELVIEW_MATRIX and GL_PROJECTION_MATRIX) to arbitrary vertexes.