

GlutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_MULTISAMPLE) In OpenGL, object coordinates are the numbers that are used in the glVertex function to specify the vertices of the object. Void InitGLUTScene(const char* window_name) Instead, objects are specified in their own coordinate system, known as object coordinates, and then modeling transforms are applied to place the objects into the world, or into more complex objects.
#Opengl coords code#
The interface Since this code will be re-used throughout the tutorials, we will put the code in a separate file : common/controls.cpp, and declare the functions in common/controls.hpp so that tutorial06.cpp knows about them.
#Opengl coords how to#
* helper functions for settings options and parameters */ Welcome for our 6th tutorial We will now learn how to use the mouse and the keyboard to move the camera just like in a FPS. There is a one-to-one relation between texture coordinates and vertices. The mesh was distorted because the indices are not referencing the correct vertices.

Following this, I attempted to implemented texturing. In class we got the formula for doing this:ĭouble openglX = ((double)x - ) / * ĭouble openglY = -((double)y - ) / * Ĭonst float ar = (float)width / (float)height I was using IBOs to render meshes (for example a cube) from wave-front files (.obj), without texture coordinates or normals, in OpenGL. Everything works fine, the only problem is translating mouse coords (0,0 in top left corner) to openGL coords (0,0 in center of the screen). Each vertex from our figure has a position attribute, let’s ignore for the moment any other possible attribute like a color.I need to make a game for a project on college. In the above figure we have four triangles and twelve vertices. Specifies the target to which the texture is bound for glTexParameter functions. OpenGL expects all the vertices, that we want to become visible, to be in normalized device coordinates after each vertex shader run. In OpenGL terminology, a vertex can be seen as a collection of attributes like position, color, texture coordinates etc … Coordinate Systems In the last chapter we learned how we can use matrices to our advantage by transforming all vertices with transformation matrices. For now, let’s try to draw the four triangles from the next figure:įrom a geometrical point of view, a triangle is completely defined by the position in space of his three corners or vertices. The basic geometrical primitives that the core OpenGL profile provide to us are points, lines and triangles.įor simplicity, we are going to use only two dimensional drawings in this article, but keep in mind that OpenGL allows us to represent three dimensional objects, more on this in a future article. It is the programmer’s job to combine the geometrical primitives from OpenGL in complex shapes and bodies.

It is time to actually draw something using OpenGL.įirst, let me mention that OpenGL is a low level API, this means that it has no support for drawing complex geometrical objects. In the first article we’ve seen how to open a window for our OpenGL application with the GLFW library and how to compile and run the code on Windows, OS X and Linux. This is the second article from my OpenGL 101 series. Solarian Programmer My programming ramblings Home Archives Contact Privacy OpenGL 101: Drawing primitives - points, lines and triangles Posted on by Paul
