Timeline for Rotate OpenGL quad around its center
Current License: CC BY-SA 3.0
14 events
when toggle format | what | by | license | comment | |
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Dec 10, 2014 at 19:58 | vote | accept | Thums | ||
Dec 10, 2014 at 19:09 | history | edited | Thums | CC BY-SA 3.0 |
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Dec 10, 2014 at 18:00 | answer | added | user55564 | timeline score: 3 | |
Dec 10, 2014 at 17:30 | comment | added | Thums | Ok, I'm using push and pop matrix by the way, but putting all drawing inside of it. I'm algo using glOrtho(0, WIDTH, HEIGHT, 0, -1, 1); Same thing happenig with modelview though | |
Dec 10, 2014 at 17:20 | comment | added | tkausl | Yeah... Don't do that. Set up your projection-matrix once and then use modelview for rendering. Call loadIdentity once every frame (at the beginning) and please use pushmatrix and popmatrix instead of rotating back, this can go horribly wrong in some cases. | |
Dec 10, 2014 at 17:20 | comment | added | Thums | I did some research and I am pretty sure I will have to translate it to be able to rotate and have the texture on the same place (rotate around its center) | |
Dec 10, 2014 at 17:14 | comment | added | Thums | I'm using glViewport(0, 0, WIDTH, HEIGHT);, GL_PROJECTION matrix mode and calling glLoadIdentity(); only once. btw, I don't think it stopped being rendered, has only been moved off screen. | |
Dec 10, 2014 at 17:07 | comment | added | tkausl | Then there is something wrong with your matrix. Are you loading the identitymatrix everytime before rendering? | |
Dec 10, 2014 at 17:03 | comment | added | Thums | No texture is shown for the hero when I call glRotatef(90, 0, 0, 1); before glBegin() and glRotatef(-90, 0, 0, 1); after glEnd() | |
Dec 10, 2014 at 16:59 | comment | added | tkausl | Yes, your angle as first parameter and for a 2D game the last three parameters should be 0, 0 and 1. | |
Dec 10, 2014 at 16:57 | comment | added | Thums | I know that, I just found they to be super simple to use and decided to use them on this first simple project which is almost finished by now. All I have to do is call glRotate with the desired angle of rotation? | |
Dec 10, 2014 at 16:54 | comment | added | tkausl | You're using ultra-old and deprecated opengl-functions. If you learned this in a tutorial, look for a newer better tutorial. Btw: You rotate with glRotate. glTranslate is to move it. | |
Dec 10, 2014 at 16:52 | review | First posts | |||
Dec 10, 2014 at 17:23 | |||||
Dec 10, 2014 at 16:51 | history | asked | Thums | CC BY-SA 3.0 |