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quote:
Original post by branhield
im not sure if this is what you are lookin for, but here u go anyways...
bool bInMenu = false;
if(bInMenu)
glOrtho(...);
else
gluPerspective(...);
[edited by - branhield on August 9, 2002 11:59:25 AM]
I think so. You can do that swap at any time while the program is running can''t you? Thanks,
David
quote:
Original post by branhield
im not sure if this is what you are lookin for, but here u go anyways...
bool bInMenu = false;
if(bInMenu)
glOrtho(...);
else
gluPerspective(...);
[edited by - branhield on August 9, 2002 11:59:25 AM]
I think so. You can do that swap at any time while the program is running can''t you? Thanks,
David
That''s basically how I do it in my games as well. Does anyone know if this is the most performant way to switch between the two? I have some objects I''ll draw at the end of the frame before I swap buffers, like frame rate output, a HUD, or a console and the text on it. I represent these as 2-D objects that I scale by some factor depending on the screen resolution. So depending on the view when rendering an in-game scene, I start out in Perspective, switch to Ortho, then back to Perspective and do it all over again. Just wondered how other people handle 2-D objects in 3-D scenes.
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