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Thread: translation problem need help

  1. #1
    Junior Member Newbie
    Join Date
    Mar 2011
    Posts
    14

    translation problem need help

    Hello

    I have a problem when drawing a quad.

    But to draw the quad at top left corner of the window I have to do a translation like glTranslatef(-0.55, 0, -1) I do not know why this value 0.55. I calculated this by running the application multiple times and adjusting.


    My code
    Code :
    gluPerspective(45.0f, 640/480, 0.1f, 5000.0f);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
     
    glTranslatef(-0.55, 0, -1); // problem here what is this 0.55?
     
    glPushMatrix();
    glBegin(GL_QUADS);
    glVertex3f (0.0, 0.0, 0.0);
    glVertex3f (0.5, 0.0, 0.0);
    glVertex3f (0.5, 0.5, 0.0);
    glVertex3f (0.0, 0.5, 0.0);
    glEnd();
    ...

    please help

  2. #2
    Advanced Member Frequent Contributor
    Join Date
    May 2001
    Posts
    573

    Re: translation problem need help

    Actually what you need is the world coordinate of the upper left corner of the window.

    p = UnprojectPoint(0, windowHeight - 1, 0);

    p is the upper left coordinate in world space.

    glBegin(GL_QUADS);
    glVertex3f(p.x, p.y, p.z);
    glVertex3f(p.x, p.y + 1, p.z);
    glVertex3f(p.x + 1, p.y + 1, p.z);
    glVertex3f(p.x + 1, p.y, p.z);
    glEnd();

    Assuming a CCW backface culling mode.

    Another way to do it is using the upper left coordinate of the near clipping plane...

    There are different ways as well depending what you exactly need to achieve.

  3. #3
    Intern Newbie
    Join Date
    Oct 2011
    Posts
    40

    Re: translation problem need help

    The reason why your translation seems so odd is because you are using a perspective projection. By definition this means that the further away from the origin of the space your quad is, the smaller it will look.

    If you simply want draw a quad taking the full space of your screen, you'll be much better off using an ortographic projection or simply no projection at all which by definition will make your clip space go from -1 to 1 in each direction.

    Look for information on ortographic projections, perspective and clip space.

  4. #4
    Junior Member Newbie
    Join Date
    Mar 2011
    Posts
    14

    Re: translation problem need help

    Both of you thank you very much for answering.

    By using UnprojectPoint some how I managed to draw the quad on the screen.
    My code for UnprojectPoint
    Code :
    Vector3f getOGLPosition(int x, int y)
    {
    	GLint viewport[4];
    	GLdouble modelview[16];
    	GLdouble projection[16];
    	GLfloat winX, winY, winZ;
    	GLdouble posX, posY, posZ;
     
    	glGetDoublev( GL_MODELVIEW_MATRIX, modelview );
    	glGetDoublev( GL_PROJECTION_MATRIX, projection );
    	glGetIntegerv( GL_VIEWPORT, viewport );
     
    	winX = (float)x;
    	winY = (float)viewport[3] - (float)y;
    	glReadPixels( x, int(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ );
     
    	gluUnProject( winX, winY, winZ, modelview, projection, viewport, &posX, &posY, &posZ);
     
    	return Vector3f(posX, posY, posZ);
    }

    And when drawing
    Code :
    Vector3f leftBottom = getOGLPosition(m_Left, m_Bottom);
    Vector3f rightBottom = getOGLPosition(m_Right, m_Bottom);
    Vector3f rightTop = getOGLPosition(m_Right, m_Top);
    Vector3f leftTop = getOGLPosition(m_Left, m_Top);
     
    glPushMatrix();
    glDisable(GL_DEPTH_TEST);
    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, 2);
     
    glBegin(GL_QUADS);
    	glTexCoord2f (0.0, 0.0);
    	glVertex3f (leftBottom.x, leftBottom.y, leftBottom.z +1);
     
    	glTexCoord2f (1.0, 0.0);
    	glVertex3f (rightBottom.x, rightBottom.y, rightBottom.z +1);
     
    	glTexCoord2f (1.0, 1.0);
    	glVertex3f (rightTop.x, rightTop.y, rightTop.z +1);
     
    	glTexCoord2f (0.0, 1.0);
    	glVertex3f (leftTop.x, leftTop.y, leftTop.z +1);
    glEnd();
     
    glDisable(GL_TEXTURE_2D);
    glEnable(GL_DEPTH_TEST);
    glPopMatrix();

    The problem I face now is texturing.
    I have printed the values of those 4 corners of quad and they are,
    (-543, 650, -5917)
    (202, 658, -5622)
    (-13 56, -68)
    (108, -88, -5434)

    So texturing is extremely bad.

    Kindly advice me if you know any other way of doing this?

    Thank you

  5. #5
    Senior Member OpenGL Pro BionicBytes's Avatar
    Join Date
    Mar 2009
    Location
    UK, London
    Posts
    1,171

    Re: translation problem need help

    texturing is extremely bad.
    What does this mean?

    Saying something is 'bad' or 'good' is not helpful as it does not describe what the problem is, only that you don't like it.

    Are you saying the texturing is too pixelated? I.e the texture is streatched too much?

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