Click to See Complete Forum and Search --> : Getting a Grip on Viwing Transformations


Calculator
November 6th, 2006, 09:35 PM
Ahmahgawd! I think I get it! Edit: Only a half-eureka. Okay. So my problem was that my last way that each object thingy had a draw routine that did a glLoadIdentity, which messed up everything. So, now that I can't do that, how should I place things on my map? As in I do something like this:

std::vector<object>::iterator i = objects.begin();
std::vector<object>::iterator e = objects.end();

...

gluLookAt(0, 0, 1, 0, 0, 0, 0, 1, 0);

while(i != e)
{
i->draw();
i++;
}

But the thing is, I use translations, rotates, etc in my drawing routines to position the object and stuff. The thing is, now that I don't use glLoadIdentity, all those translations and stuff carry over through each things draw routine. One way I can think of fixing it, is doing that gluLookAt thing inside the draw routine, and use glLoadIdentity also, but this doesn't make all that much sense to me. Is there a better way, like a way to clear the matrices that translate and rotate the object around, without messing up the way I'm viewing things with gluLookAt?

Calculator
November 7th, 2006, 12:26 AM
Okay. It kind works now. Totally inspired to make a visualization.

http://img.photobucket.com/albums/v221/Tonto1/visualization.jpg

Anyways, thanks for all your help guys, especially macklin