zukko
10-26-2004, 02:40 PM
im using the following code to draw a torus knot:
float r,x,y,z;
int DrawGLScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0,0,-5.0f);
glRotatef(90,1.0f,0.0f,0.0f);
glBegin(GL_TRIANGLE_STRIP);
for(double i = 0; i < 2 * PI; i += PI / 720)
{
r=0.5f*(2+sin(8*i));
x=r*cos(3*i);
y=r*cos(8*i);
z=r*sin(3*i);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(x,y,z);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(x+0.1f,y+0.1f,z+0.1f);
glColor3f(0.0, 1.0, 0.0);
glVertex3f(x+0.2f,y+0.2f,z+0.2f);
}
glEnd();
return TRUE;
}
i have 2 questions:
1) how do i make the camera follow the knot or make the knot 'move'
2) how do i make the triangles be conected not just a secuence of triangles ??
thanks in advance
float r,x,y,z;
int DrawGLScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0,0,-5.0f);
glRotatef(90,1.0f,0.0f,0.0f);
glBegin(GL_TRIANGLE_STRIP);
for(double i = 0; i < 2 * PI; i += PI / 720)
{
r=0.5f*(2+sin(8*i));
x=r*cos(3*i);
y=r*cos(8*i);
z=r*sin(3*i);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(x,y,z);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(x+0.1f,y+0.1f,z+0.1f);
glColor3f(0.0, 1.0, 0.0);
glVertex3f(x+0.2f,y+0.2f,z+0.2f);
}
glEnd();
return TRUE;
}
i have 2 questions:
1) how do i make the camera follow the knot or make the knot 'move'
2) how do i make the triangles be conected not just a secuence of triangles ??
thanks in advance