Reputation: 33
I'm trying to create a background in an OpenGL game. This is based on freeglut and OpenGL immediate mode (due to requirements). My issue is that I cannot get the background image to display correctly, it appears as a thin strip rotating with my camera. This leads me to believe it is a positioning issue but I have tried changing all the Z positions of objects. Below is my render function which I want to draw the background and then the player "mSpaceShip"
For some context SCREEN_WIDTH = 1200 SCREEN_HEIGHT = 1200
void GameInstance::Render()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(-SCREEN_WIDTH / 2, SCREEN_WIDTH / 2, -SCREEN_HEIGHT / 2, SCREEN_HEIGHT / 2);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(0.0f, 0.0f, 100.0f);
glBegin(GL_QUADS);
glVertex2i(0, 0);
glVertex2i(SCREEN_WIDTH, 0);
glVertex2i(SCREEN_WIDTH, SCREEN_HEIGHT);
glVertex2i(0, SCREEN_HEIGHT);
glEnd();
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
mSpaceShip->Render();
//for (int i = 0; i < 500; i++) {
// cubeField[i]->Draw();
//}
glFlush();
glutSwapBuffers();
}
Upvotes: 2
Views: 77
Reputation: 98
Try not to over-complicate things for yourself.
void GameInstance::Render()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// the default matricies set the origin to be at the center of the screen, with
// (-1, -1) being at the bottom-left corner, and
// ( 1, 1) being at the top-right.
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// render a full-screen quad without writing to the depth buffer
glDisable(GL_DEPTH_TEST);
glBegin(GL_QUADS);
glVertex2i(-1, -1);
glVertex2i( 1, -1);
glVertex2i( 1, 1);
glVertex2i(-1, 1);
glEnd();
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
mSpaceShip->Render();
glFlush();
glutSwapBuffers();
}
In your call to gluOrtho2D
, you were setting the origin to be at the center of the screen, but only rendering the quad within the upper-right quadrant (but as you're making changes to GL_MODELVIEW
outside of Render()
, this is just a guess).
Using gluOrtho2D
is equivalent to calling glOrtho
with the z-clipping range set to [-1 .. 1]
, so I suspect that your call to glTranslatef
needed a much smaller z-value, like 0.5f
instead of 100.0f
.
Upvotes: 2