Remember the way that stacks work-- Last-in - First-out. So, you push your
translations before your rotations, so that when you pop them back off, the
program sees rotations and then translations.
That's my $0.02
- Lou
----- Original Message -----
From: "Sean Stanek" <vu...@cs...>
To: <isu...@li...>
Sent: Tuesday, February 04, 2003 10:11 PM
Subject: Re: [isugamedev-devel] OpenGL rotations
>
> Sounds like you're drawing the cube off-center and then rotating the
> off-center cube. What you really want is to draw the cube centered with
> the "camera," then rotate it, and then translate it out so that you can
> see it (otherwise you'd be inside it :). Of course when you use OpenGL you
> have to specify transformations BEFORE you draw, so keep this in mind
> while you code your transformations (glRotate/glTranslate should be
> sufficient). If you get what you're getting right now, you can *probably*
> (depends on how you're doing it for the "probably" to work) just switch
> around your glRotate and glTranslate and make it work.
>
> Sean
>
> > Okay, I'm just trying to get a little more practice programming 3D with
> > OpenGL and SDL. In Ben's tutorial last semester there was a spinning
cube
> > that you could look at using the mouse and arrow keys. I'm trying to
change
> > this a bit, and I have a problem. Whenever I move my mouse, it seems to
be
> > rotating the cube around me, and that's really not what I want. I just
want
> > to "look" somewhere else. I want the cube to stay rotating in it's own
> > original space. Can anyone help? Thanks!
> >
> > Jacob
> >
> >
> >
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