Reputation: 22916
I'm not sure why this code isn't simply drawing a triangle to screen (orthographically). I'm using OpenTK 1.1 which is the same thing as OpenGL 1.1.
List<Vector3> simpleVertices = new List<Vector3>();
simpleVertices.Add(new Vector3(0,0,0));
simpleVertices.Add(new Vector3(100,0,0));
simpleVertices.Add(new Vector3(100,100,0));
GL.MatrixMode(All.Projection);
GL.LoadIdentity();
GL.MatrixMode(All.Projection);
GL.Ortho(0, 480, 320, 0,0,1000);
GL.MatrixMode(All.Modelview);
GL.LoadIdentity();
GL.Translate(0,0,10);
unsafe
{
Vector3* data = (Vector3*)Marshal.AllocHGlobal(
Marshal.SizeOf(typeof(Vector3)) * simpleVertices.Count);
for(int i = 0; i < simpleVertices.Count; i++)
{
((Vector3*)data)[i] = simpleVertices[i];
}
GL.VertexPointer(3, All.Float, sizeof(Vector3), new IntPtr(data));
GL.DrawArrays(All.Triangles, 0, simpleVertices.Count);
}
The code executes once every update cycle in a draw function. What I think I'm doing (but evidentially am not) is creating a set of position vertices to form a triangle and drawing it 10 units in front of the camera.
Why is this code not drawing a triangle?
Upvotes: 3
Views: 3402
Reputation: 9547
In OpenGL, the Z axis points out of the screen, so when you write
GL.Translate(0,0,10);
it actually translates it "in front" of the screen.
Now your two last parameters to GL.Ortho
are 0,1000. This means that everything between 0 and 1000 in the MINUS Z direction ( = in front of the camera ) will be displayed.
In other words, GL.Translate(0,0,-10);
will put your object in front of the camera, while GL.Translate(0,0,10);
will put it behind.
Upvotes: 1