I found some interesting things in the openGL manual...Almost reminds one of LOGO (anyone remember that? the turtle before the mouse came along?)
I know just what a teacher wants to hear!!! LOL
The attached demo creates a triangle on screen, but the QUAD won't show it's face, any clue why?
Just messing around,
Jeff C
:dance:
P.S. If you put this .zip file in the examples directory, when it unzips the new working directory for Tri_Quad_1 will be created, and the release.bat file compiles to the working directory, not the BIN directory. (Although that can be easily changed)
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Because of this:
invoke glEnable, GL_CULL_FACE
Ogl eliminates back faces.
Use this instead:
invoke glVertex3f, CFLT(-1.0), CFLT(1.0), CFLT(0.0)
invoke glVertex3f, CFLT(-1.0), CFLT(-1.0), CFLT(0.0)
invoke glVertex3f, CFLT(1.0), CFLT(-1.0), CFLT(0.0)
invoke glVertex3f, CFLT(1.0), CFLT(1.0), CFLT(0.0)
(Counter-ClockWise).
You can select the kind of faces rendered by ogl with glFrontFace()
since GL_CCW is the default value, set it to GL_CW to only draw the faces with clockwise order.
If you use:
invoke glDisable, GL_CULL_FACE
or just remove the statement (default is disabled), all faces will be rendered.
Also be aware that if you do some matrix translation at x = -1.5 the next translation will start from that coodinate so translating to x = 1.0 will give you x = -0.5 as base coordinate.
Amazing.
It's fixed, but I adjusted one more variable.
invoke glTranslatef, CFLT(3.0), CFLT(0.0), CFLT(0.0)
invoke glBegin, GL_QUADS
invoke glVertex3f, CFLT(-1.0), CFLT(1.0), CFLT(0.0)
invoke glVertex3f, CFLT(-1.0), CFLT(-1.0), CFLT(0.0)
invoke glVertex3f, CFLT(1.0), CFLT(-1.0), CFLT(0.0)
invoke glVertex3f, CFLT(1.0), CFLT(1.0), CFLT(0.0)
invoke glEnd
I may get the hang of this.
Later all,
Jeff C
:eek
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