Reputation: 57
I just started to learn openGL, and now im stuck on a problem, when I try to make a resizable window, the object is not showing on the window, and I cant figure it why. So if anyone can just take a quick look what its wrong it will be of a big help. Best regards.
#include <stdio.h>
#include <stdlib.h>
#include <GL/glut.h>
void initLights();
void reshape(int width, int height);
void display();
void renderScene();
int w;
int h;
int main(int argc, char** argv) {
glutInit(&argc, argv); //metodi se predaje dva argumenta - andresa varijable koja sadrži broj argumenata iz komandne linije, te polje tih argumenata
glutInitDisplayMode(GLUT_DOUBLE);
glEnable(GL_LIGHTING);
glutInitWindowSize(w, h); //dimenzije prozora u pikselima
glutInitWindowPosition(0, 0); //pozicija gornjeg lijevo kuta u kojem će se scena iscrtati, prvi argument je x, drugi y
glutCreateWindow("Primjer 1"); //stvaranje prozora u kojem će se iscrtati scena ("Naziv prozora")
glutDisplayFunc(display); //registracija metode display, vraća podatak tipa int koji se može koristiti kao identifikator prozora koji se kasnije koristi za uništavanje prozora
glutReshapeFunc(reshape); //registracija metode reshape
glutMainLoop(); //beskonačna petlja osluškivanja, generiranja događaja i pozivanje registriranih metoda koja obrađuje događaje
}
void initLights() {
// set up light colors (ambient, diffuse, specular)
GLfloat lightKa[] = {.5f, .5f, .5f, 1.0f}; // ambient light
GLfloat lightKd[] = {.7f, .7f, .7f, 1.0f}; // diffuse light
GLfloat lightKs[] = {1, 1, 1, 1}; // specular light
glLightfv(GL_LIGHT0, GL_AMBIENT, lightKa);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightKd);
glLightfv(GL_LIGHT0, GL_SPECULAR, lightKs);
// position the light
float lightPos[4] = {0, 0, 20, 1}; // positional light
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
glEnable(GL_LIGHT0); // MUST enable each light source after configuration
}
void display() { //iscrtavanje scene, radi se pozivom metode glutDisplayFunc(display); kojoj kao argument predajemo pokazivač na samu metodu
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); //brisanje površine platna, boja pozadine platna
glClear(GL_COLOR_BUFFER_BIT); //popunjavanje čitave površine platna prethodno definiranom bojom
glLoadIdentity();
// crtanje scene:
renderScene();
glutSwapBuffers();
}
void toPerspective(){
glDisable(GL_DEPTH_TEST); //isključivanje provjere z-spremnika koji se koristi u 3D sceni
glViewport(0, 0,w, h); //definicija dijela prozora koji prikazuje samu scenu
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, (double)w/(double)h, 1, 256);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void reshape(int width, int height) { //funkcija koja se koristi za promjenu veličine prozora
w = width;
h = height;
toPerspective();
}
void renderScene() {
glPointSize(6.0f);
glColor3f(0.0f, 1.0f, 1.0f);
glBegin(GL_POINTS);
glVertex2i(50, 50);
glVertex2i(150, 150);
glVertex2i(2, 2);
glVertex2i(4, 4);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2i(50, 50);
glVertex2i(150, 150);
glVertex2i(50, 150);
glVertex2i(50, 50);
glEnd();
glVertex2i(250, 250);
}
Upvotes: 0
Views: 165
Reputation: 22165
In your code, the camera is located at (0,0,0) due to the modelviewmatrix which is an identity matrix. Now the projection is constructed with a nearplane at 1, which means that your model, which is drawn at z=0 is outside the view frustum and gets culled away.
Another problem: You are calling glVertex2i
at least once outside of glBegin/glEnd
which results in an OpenGL error.
Regarding the coordinates: Note, that drawing in OpenGL does not happen in pixel coordinates unless you specify an appropriate projection to do so.
Upvotes: 1