I'm starting to feel stupid for not being able to solve this problem, but I can't even find any guide or tutorial on google from someone trying to do the same thing, even though it seems very simple. You guys helped me so good last time , though.. I hope you can help me just one more time.
I have two spheres. One is stable (big yellow sun) and the other a small blue one (planet) that is supposed to orbit the sun. I have a rotate function and I translate the blue one away from the sun center so that it will orbit the sun. I enabled DEPTH_TEST and depending on whether I choose the function DEPTH_FUNC(LEQUAL) or DEPTH_FUNC(LESS), the blue one will constantly appear in front of or behind the yellow one. No matter how I translate or change the rotation it will not do what I want it to. Which is a proper rotation where, if viewed from the front: if for example going from left to right it's behind the yellow one, and from right to left in front of it, so that it's actually orbiting.
Relevant code in initialisation:
Code :glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS);
Code :/* Draw background. */ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* Instructions. */ glColor3f(1.0, 1.0, 1.0); printText(-200, 340, "Click left to start motion, click right to stop motion"); glScalef(1, 1, 0); glPushMatrix(); /* save start matrix */ glPushMatrix(); /* save start matrix again */ glColor3f(1.0, 1.0, 0.0); glRotatef (angleSun, 0.0, 1.0, -1.0); /* rotate sun */ awSphere(0, 0, 50); /* draw sun with self made sphere function (which works, as long as i don't mess with perspective) */ glPopMatrix(); /* get start matrix, forget about sun */ glRotatef (angleSun*2, 0.0, 1.0, 0.0); /* circle planet around sun*/ glTranslatef (80,0,0); /* translate from sun center (Tried a lot of values for x, y and z here)*/ glPushMatrix(); /* save position of planet */ glRotatef (angleSun, -0.3, 1.0, 0.0); /* rotate planet itself */ glColor3f(0.0, 0.0, 1.0); awSphere(0, 0, 25); /* draw planet */ glPopMatrix(); /* get position of planet */ glPopMatrix(); /* get start matrix, forget previous */ /* Swap output buffer. */ glutSwapBuffers (); rotate(); /* A function to update the angleSun value */
If any other code is necessary, please let me know.
Just for example, these two pictures should alternate.