Reputation: 15
I am attempting to draw a quadrilateral (square) on the screen. I inserted this into a pre-existing program that drew a cylinder. This is in an orthographic modelview matrix, and I am almost positive the clipping volume is correct (It's 200 in any direction from the origin). In the display function I'm using, I pushed a matrix, translated forward (0.0,0.0,-20.0), called quadriliteral, and then popped the matrix. Are the any common openGL settings people use that I'm unaware of that may make this not visible? Is there a way to get the current clipping volume and print it out in the console?
void quadrilateral()
{
glLoadIdentity();
glColor3f(0.5f,0.0f,0.8f);
glBegin(GL_QUADS);
glVertex3f(-10.0f,-10.0f,0.0f);
glVertex3f(-10.0f,10.0f,0.0f);
glVertex3f(10.0f,10.0f,0.0f);
glVertex3f(10.0f,-10.0f,0.0f);
glEnd();
}
//This is called from a main function elsewhere
void draw(void)
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow("Cylinder");
glutReshapeFunc(CChangeSize);
glutSpecialFunc(CSpecialKeys);
glutKeyboardFunc(Ckeyboard);
glutDisplayFunc(CRenderScene);
CSetupRC();
glPopMatrix();
}
void CSetupRC()
{
// Light values and coordinates
GLfloat ambientLight[] = {0.4f, 0.4f, 0.4f, 1.0f };
GLfloat diffuseLight[] = {0.7f, 0.7f, 0.7f, 1.0f };
GLfloat specular[] = { 0.9f, 0.9f, 0.9f, 1.0f};
GLfloat lightPos[] = { -50.0f, 200.0f, 200.0f, 1.0f };
GLfloat specref[] = { 0.6f, 0.6f, 0.6f, 1.0f };
glEnable(GL_DEPTH_TEST); // Hidden surface removal
glEnable(GL_CULL_FACE); // Do not calculate inside of solid object
glFrontFace(GL_CCW);
// Enable lighting
glEnable(GL_LIGHTING);
// Setup light 0
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambientLight);
glLightfv(GL_LIGHT0,GL_AMBIENT,ambientLight);
glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseLight);
glLightfv(GL_LIGHT0,GL_SPECULAR,specular);
// Position and turn on the light
glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
glEnable(GL_LIGHT0);
// Enable color tracking
glEnable(GL_COLOR_MATERIAL);
// Set Material properties to follow glColor values
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
// All materials hereafter have full specular reflectivity
// with a moderate shine
glMaterialfv(GL_FRONT, GL_SPECULAR,specref);
glMateriali(GL_FRONT,GL_SHININESS,64);
// Black background
glClearColor(0.0f, 0.0f, 0.0f, 0.0f );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_TEXTURE_2D);
}
// Called to draw scene
void CRenderScene(void)
{
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Save the matrix state
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// Rotate about x and y axes
glRotatef(CxRot, 1.0f, 0.0f, 0.0f);
glRotatef(CyRot, 0.0f, 1.0f, 0.0f);
// Draw the cylinder
cylinder();
glPopMatrix();
// CylinderTwo
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// Rotate about x and y axes
glRotatef(CxRot, 1.0f, 0.0f, 0.0f);
glRotatef(CyRot, 0.0f, 1.0f, 0.0f);
// Draw the cylinder
glRotatef(120.0f, 1.0f, 1.0f, 1.0f);
cylinderTwo();
glPopMatrix();
// Random square
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(-30.0f,20.0f,10.0f);
quadrilateral();
glPopMatrix();
// Swap buffers
glutSwapBuffers();
}
Upvotes: 0
Views: 656
Reputation: 1516
It looks like your winding order is incorrect:
glEnable(GL_CULL_FACE);
this line means it will cull back faces.
glFrontFace(GL_CCW);
and this sets the front face to counter clockwise.
glVertex3f(-10.0f,-10.0f,0.0f);
glVertex3f(-10.0f,10.0f,0.0f);
glVertex3f(10.0f,10.0f,0.0f);
glVertex3f(10.0f,-10.0f,0.0f);
Here you have clockwise ordering of your vertices meaning you are drawing with the back to camera. either disable culling:
glDisable(GL_CULL_FACE);
make the front face clockwise:
glFrontFace(GL_CW);
or change the order of your vertices to a counter clockwise order.
Upvotes: 1
Reputation: 35933
Looks to me that your quad is wound backwards. You've enabled GL_CULL_FACE, which throws out any clockwise wound polygons, and your quad has a clockwise winding.
Either disable backface culling, or switch the order of your vertices to counter-clockwise.
Upvotes: 0