Reputation: 131
Please help me with this problem :( This is what i'm trying to do:
Because QuickFont use different coordinate system with my ortho so i have to calculate coordinate for my text and it's ok.
The problem is when i resized the form, the text's coordiantes become wrong.
Here is my code:
public static void DrawOxy(float lO, float rO, float tO, float bO, int controlW, int controlH)
{
GL.Color3(Color.Blue);
GL.Begin(BeginMode.Lines);
GL.Vertex2(lO, 0);
GL.Vertex2(rO, 0);
GL.Vertex2(0, tO);
GL.Vertex2(0, bO);
for (float i = lO; i < rO; i+=2)
{
GL.Vertex2(i, 0.5);
GL.Vertex2(i, -0.5);
}
for (float j = bO; j < tO; j+=2)
{
GL.Vertex2(0.2, j);
GL.Vertex2(-0.2, j);
}
GL.End();
QFont font = new QFont(new Font(FontFamily.GenericSansSerif, 15));
GL.PushAttrib(AttribMask.ColorBufferBit);
font.Options.Colour = Color.Red;
QFont.Begin();
float horStep = ((float)controlW / rO);
font.Print(horStep.ToString(), new Vector2(0, 0));
float beginX = 0;
for (float i = lO; i < rO; i += 2)
{
font.Print(i.ToString(), new Vector2(beginX, (((float)controlH / 2))));
beginX += horStep;
}
QFont.End();
GL.PopAttrib();
}
private void SetupViewport()
{
int w = glControl1.Width;
int h = glControl1.Height;
int left = -(w / 2);
int right = w / 2;
int top = h / 2;
int bottom = -(h / 2);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
GL.Ortho(leftOr, rightOr, bottomOr, topOr, -1, 1); // Bottom-left corner pixel has coordinate (0, 0)
GL.Viewport(0, 0, w, h); // Use all of the glControl painting area
}
private void glControl1_Load(object sender, EventArgs e)
{
loaded = true;
GL.ClearColor(Color.White);
SetupViewport();
}
private void glControl1_Paint(object sender, PaintEventArgs e)
{
if (!loaded) // Play nice
return;
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.LineWidth(2);
DrawingObjects.DrawOxy(leftOr, rightOr, topOr, bottomOr, glControl1.Width, glControl1.Height);
glControl1.SwapBuffers();
}
private void glControl1_Resize(object sender, EventArgs e)
{
if (!loaded)
{
return;
}
SetupViewport();
}
Sorry about my english :)
Upvotes: 1
Views: 2423
Reputation: 1353
You need to recreate the projection matrix. Based on your code above, this should do it:
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
SetupViewport();
}
Upvotes: 1