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perspective question

Started by omegasyphon Aug 9, 2001 at 9:00 PM 2 replies 450+ views
Original Post
omegasyphon
omegasyphon
alright in my program it started out using an ortho view but when i try to convert it to a perspective view, my scene doesnt show up where it should be on screen. here is my function
  

void ChangeSize(int w, int h)
	{



	GLfloat FAspect,
			nRange= 150.0f;


	// Prevent a divide by zero

	if(h == 0)
		h = 1;

	// Set Viewport to window dimensions

    glViewport(0, 0, w, h);

	FAspect = (GLfloat)w / (GLfloat)h;
	
	// Reset projection matrix stack

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();

	gluPerspective(60.0f,FAspect,-500.0f,500.0f);
/*
	// Establish clipping volume (left, right, bottom, top, near, far)
    if (w <= h) 
		glOrtho (-nRange, nRange, -nRange*h/w, nRange*h/w, -nRange, nRange);
    else 
		glOrtho (-nRange*w/h, nRange*w/h, -nRange, nRange, -nRange, nRange);
*/
	// Reset Model view matrix stack

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	}

  
blackbird
blackbird
one thing the near and far clipping planes should always be positive.
so try: gluPerspective(60.0f, FAspect,1.f , 500.f);

and then use gluLookAt(...) to position the camera

something like this: gluLookAt( 0.f,0.f,-150.f, // eye
0.f,0.f,0.f, // look at
0.f,1.f,0.f); // up dir.
omegasyphon
omegasyphon
thankyou adding glulookat seemed to solve the problem
omegasyphon
omegasyphon
how would i adjust the camera on the terrain ie close far away. way to the right or left

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