Reputation: 4838
In many OpenGL tutorials, e.g. swiftless tutorials and many others, whenever there is an animation in the scene and the window is resized, the speed of the animation changes.
Description of strange behaviour
#include <GL/glew.h> // Include the GLEW header file
#include <GL/glut.h> // Include the GLUT header file
bool* keyStates = new bool[256]; // Create an array of boolean values of length 256 (0-255)
bool movingUp = false; // Whether or not we are moving up or down
float yLocation = 0.0f; // Keep track of our position on the y axis.
float yRotationAngle = 0.0f; // The angle of rotation for our object
void keyOperations (void) {
if (keyStates[GLUT_KEY_LEFT]) { // If the left arrow key has been pressed
// Perform left arrow key operations
}
}
void display (void) {
keyOperations();
glClearColor(1.0f, 0.0f, 0.0f, 1.0f); // Clear the background of our <a title="window" href="http://www.swiftless.com/tutorials/opengl/window.html">window</a> to red
glClear(GL_COLOR_BUFFER_BIT); //Clear the colour buffer (more buffers later on)
glLoadIdentity(); // Load the Identity Matrix to reset our drawing locations
glTranslatef(0.0f, 0.0f, -5.0f); // Push eveything 5 units back into the scene, otherwise we won't see the primitive
glTranslatef(0.0f, yLocation, 0.0f); // Translate our object along the y axis
glRotatef(yRotationAngle, 0.0f, 1.0f, 0.0f); // Rotate our object around the y axis
glutWireCube(2.0f); // Render the primitive
glFlush(); // Flush the OpenGL buffers to the window
if (movingUp) // If we are moving up
yLocation -= 0.005f; // Move up along our yLocation
else // Otherwise
yLocation += 0.005f; // Move down along our yLocation
if (yLocation < -3.0f) // If we have gone up too far
movingUp = false; // Reverse our direction so we are moving down
else if (yLocation > 3.0f) // Else if we have gone down too far
movingUp = true; // Reverse our direction so we are moving up
yRotationAngle += 0.005f; // Increment our rotation value
if (yRotationAngle > 360.0f) // If we have rotated beyond 360 degrees (a full rotation)
yRotationAngle -= 360.0f; // Subtract 360 degrees off of our rotation
}
void reshape (int width, int height) {
glViewport(0, 0, (GLsizei)width, (GLsizei)height); // Set our viewport to the size of our window
glMatrixMode(GL_PROJECTION); // Switch to the projection matrix so that we can manipulate how our scene is viewed
glLoadIdentity(); // Reset the projection matrix to the identity matrix so that we don't get any artifacts (cleaning up)
gluPerspective(60, (GLfloat)width / (GLfloat)height, 1.0, 100.0); // Set the Field of view angle (in degrees), the aspect ratio of our window, and the new and far planes
glMatrixMode(GL_MODELVIEW); // Switch back to the model view matrix, so that we can start drawing shapes correctly
}
void keyPressed (unsigned char key, int x, int y) {
keyStates[key] = true; // Set the state of the current key to pressed
}
void keyUp (unsigned char key, int x, int y) {
keyStates[key] = false; // Set the state of the current key to not pressed
}
int main (int argc, char **argv) {
glutInit(&argc, argv); // Initialize GLUT
glutInitDisplayMode (GLUT_SINGLE); // Set up a basic display buffer (only single buffered for now)
glutInitWindowSize (500, 500); // Set the width and height of the window
glutInitWindowPosition (100, 100); // Set the position of the window
glutCreateWindow ("You’re first OpenGL Window"); // Set the title for the window
glutDisplayFunc(display); // Tell GLUT to use the method "display" for rendering
glutIdleFunc(display); // Tell GLUT to use the method "display" as our idle method as well
glutReshapeFunc(reshape); // Tell GLUT to use the method "reshape" for reshaping
glutKeyboardFunc(keyPressed); // Tell GLUT to use the method "keyPressed" for key presses
glutKeyboardUpFunc(keyUp); // Tell GLUT to use the method "keyUp" for key up events
glutMainLoop(); // Enter GLUT's main loop
}
Upvotes: 1
Views: 1048
Reputation: 162164
The way this is written it uses an "as fast as possible" rendering approach. This, together with V-Sync disabled will make the animation speed depend on the time it takes to calculate the pixels of one frame. The larger the window, the more pixels there are to fill (look up the keyword fillrate).
The solution is, to measure the time between rendering frames and advance the animation by this.
Upvotes: 4