c++ Programming Glossary: glulookat
true isometric projection with opengl http://stackoverflow.com/questions/1059200/true-isometric-projection-with-opengl isometric share improve this question Try using gluLookAt glClearColor 0.0 0.0 0.0 1.0 glClear GL_COLOR_BUFFER_BIT glMatrixMode.. camera is 1 unit away from origin double dist sqrt 1 3.0 gluLookAt dist dist dist position of camera 0.0 0.0 0.0 where camera is..
Glew problems, unresolved externals http://stackoverflow.com/questions/11059971/glew-problems-unresolved-externals glLoadIdentity Initialize the model matrix as identity gluLookAt xPos yPos zPos look from camera XYZ 0 yPos 0 look at the origin.. screen_height 1.0f 10000.0f We define the viewing volume gluLookAt camera 0 camera 1 camera 2 look from camera XYZ 0 0 0 look..
Quaternion - Rotate To http://stackoverflow.com/questions/13014973/quaternion-rotate-to free to spin around that axis. This is why the function gluLookAt requires that you provide an 'at' direction and an 'up' direction...
Fragment shader inexplicable bahaviour http://stackoverflow.com/questions/14573079/fragment-shader-inexplicable-bahaviour height 1 1000 glMatrixMode GL_MODELVIEW glLoadIdentity gluLookAt 0 0 100 0 0 0 0 1 0 Illuminazione glShadeModel GL_SMOOTH material.apply..
What are some best practices for OpenGL coding (esp. w.r.t. object orientation)? http://stackoverflow.com/questions/166356/what-are-some-best-practices-for-opengl-coding-esp-w-r-t-object-orientation a camera class since it depends mostly on the one call to gluLookAt which is pretty much independent of the rest of the OpenGL state.. Going this way you'll find that glRotate glTranslate gluLookAt and friends are quite useless. You have all the matrices already..
Skewed frustum/off-axis projection for head tracking in OpenGL http://stackoverflow.com/questions/16723674/skewed-frustum-off-axis-projection-for-head-tracking-in-opengl headX and headY glMatrixMode GL_MODELVIEW glLoadIdentity gluLookAt headX headZ headY headZ 0 headX headZ headY headZ 1 glTranslate.. 400 200 1000 . How do I apply the z values to glFrustum gluLookAt then c opengl 3d openframeworks share improve this question.. share improve this question First you don't want to use gluLookAt . gluLookAt rotates the camera but the physical screen the user..
OpenGL Rotations around World Origin when they should be around Local Origin http://stackoverflow.com/questions/1977737/opengl-rotations-around-world-origin-when-they-should-be-around-local-origin up gluPerspective under the projection matrix and then use gluLookAt on the ModelView matrix. After this I have my main render loop..
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