Reputation: 3946
I am attempting a 2d layer ontop of my 3d world using android's OpenGL 1.0 ES.
I have a triangle that renders fine when I use 3d perspective but is not rendering when I try to do it with a 2d ortho projection. The below code renders the triangle correctly.
public void prepareLayerPerspective(GL10 gl)
{
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluPerspective(gl,45, (float)(1080/1920f),0.1f, 700f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
However, when I attempt to set it up as a Orth projection like this
public void prepareLayerPerspective(GL10 gl)
{
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl,0f,500f,0f,700f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
there are no triangles.
Here is the code used to actually draw the triangles: (but remember, the triangles do render correctly with the perspective frustrum set)
public void drawFrame(GL10 gl)
{
super.drawFrame(gl);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glColor4f(1.0f, 0.0f, 0.0f, 0.0f);
gl.glVertexPointer(3, GL10.GL_FLOAT,0,triangleVB);
gl.glDrawArrays(GL10.GL_TRIANGLES,0,3);
}
Here is the constructor to the Triangle class. (scale = 1.0f)
public Triangle(float scale)
{
float triangleCoords[] = {
-1.0f*scale, -1.0f*scale, 0,
0.0f, 1.0f*scale, 0,
1.0f*scale, -1.0f*scale, 0
};
ByteBuffer vbb = ByteBuffer.allocateDirect(triangleCoords.length*4);
vbb.order(ByteOrder.nativeOrder());
triangleVB = vbb.asFloatBuffer();
triangleVB.put(triangleCoords);
triangleVB.position(0);
rotation = 0.0f;
}
Upvotes: 0
Views: 82
Reputation: 1182
As I pointed out on the comment, the specified frustum was so big.
If there were a vertex at (700,0,0) with the frustum you specified, the vertex will be located on left bottom of the display.
Upvotes: 1