OpenGLv1.0-WindowXP Pro: Tetrahedron can not be rotated by the mouse

Hi all,
In the attached OpenGL v1.0, I did “Build” and “Started without Debugging” on VC++ v7.0 successfully. The Tetrahedron figure appeared on my PC screen. But I can not turn the figure in any direction by clicking and dragging the mouse around the figure. Please help and advise me(1) what is wrong in my source code, (2) what commands or functions should be used to activate the ‘case WM_LBUTTONDOWN’, ‘case WM_LBUTTONUP’, and ‘case MOUSEMOVE’ in the switch of LRESULT CALLBACK WndProc (…), and (3) how to solve my problem.
Thanks in advance,
shc
///////////////////////////
// spinTetrahedron.cpp
// 1) Based on NeHe Lession #1 Example
// 2) Added Kevin Harris’ mouse technique
// to turn the whole space
// 3) No .h, .ico, .rc files used in this project
// SHC 5 Dec 2004

#include <windows.h> // Header File For Windows
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The Glaux Library
#pragma comment( lib, “opengl32.lib” ) // Search For OpenGL32.lib While Linking
#pragma comment( lib, “glu32.lib” ) // Search For GLu32.lib While Linking
#pragma comment( lib, “glaux.lib” ) // Search For GLaux.lib While Linking

HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application

bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
GLfloat rot;
float g_fSpinX = 0.0f; //Angle around X-axis for rotating the Tetrahedron/
float g_fSpinY = 0.0f; //Angle around Y-axis for rotating the Tetrahedron/

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);// Declaration For WndProc

GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}

glViewport(0,0,width,height); // Reset The Current Viewport

glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix

// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

glMatrixMode(GL_MODELVIEW);	// Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix

}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
glShadeModel(GL_SMOOTH);// Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);// Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
return TRUE; // Initialization Went OK
}

int DrawGLScene(GLvoid) // Here’s Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
glRotatef(rot, 0.0f, 0.0f, 1.0f); //*Rotate the Tetrahedron on the Z-axis (???)

// Drawing 4 Triangles of a Tetrahedron 
glColor3f (0.0, 0.0, 1.0); //Set the color to deep blue
glBegin(GL_TRIANGLES);	//  Triangle #1 of the Tetrahedron 
glVertex3f ( 0.0,  1.1, 0.0); // 1st vertex of Triangle #1
glVertex3f ( 1.1, -1.1, 0.0); // 2nd vertex of Triangle #1
glVertex3f (-1.1, -1.1, 0.0); // 3rd vertex of Triangle #1
glEnd();				
glColor3f (0.0, 1.0, 0.0); //Set the color to green 
glBegin(GL_TRIANGLES); //Triangle #2 
glVertex3f (0.0,  1.1, 0.0); //1st vertex of Triangle #2
glVertex3f (1.1, -1.1, 0.0); //2nd vertex
glVertex3f (0.0,  0.0, 2.2); //3rd vertex
glColor3f (0.5, 0.5, 1.0); //Set the color to light blue
glBegin(GL_TRIANGLES); // Triangle #3
glEnd();
glVertex3f ( 1.1, -1.1, 0.0);// 1st vertex of Triangle #3
glVertex3f (-1.1, -1.1, 0.0);
glVertex3f ( 0.0,  0.0, 2.2);
glEnd();	
glColor3f (1.0, 0.0, 0.0); //Set the color to red 
glBegin(GL_TRIANGLES); // Triangle #4 
glVertex3f (-1.1, -1.1, 0.0);
glVertex3f ( 0.0,  1.1, 0.0);
glVertex3f ( 0.0,  0.0, 2.2);
glEnd();
rot  +=0.2f;
return TRUE;	// Keep Going

}

GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}

if (hRC) 	// Do We Have A Rendering Context?
{
	if (!wglMakeCurrent(NULL,NULL))	// Are We Able To Release The DC And RC Contexts?
	{
		MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
	}

	if (!wglDeleteContext(hRC))	// Are We Able To Delete The RC?
	{
		MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
	}
	hRC=NULL;		// Set RC To NULL
}

if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
{
	MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
	hDC=NULL;		// Set DC To NULL
}

if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
{
	MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
	hWnd=NULL;										// Set hWnd To NULL
}

if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
{
	MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
	hInstance=NULL;									// Set hInstance To NULL
}

}

/* This Code Creates Our OpenGL Window. Parameters Are: *

  • title - Title To Appear At The Top Of The Window *
  • width - Width Of The GL Window Or Fullscreen Mode *
  • height - Height Of The GL Window Or Fullscreen Mode *
  • bits - Number Of Bits To Use For Color (8/16/24/32) *
  • fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */

BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height

fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag

hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
wc.lpfnWndProc		= (WNDPROC) WndProc; // WndProc Handles Messages
wc.cbClsExtra		= 0; 		// No Extra Window Data
wc.cbWndExtra		= 0;		// No Extra Window Data
wc.hInstance		= hInstance;		// Set The Instance
wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);	// Load The Default Icon
wc.hCursor			= LoadCursor(NULL, IDC_ARROW);	// Load The Arrow Pointer
wc.hbrBackground	= NULL;			// No Background Required For GL
wc.lpszMenuName		= NULL;			// We Don't Want A Menu
wc.lpszClassName	= "OpenGL";		// Set The Class Name

if (!RegisterClass(&wc))									// Attempt To Register The Window Class
{
	MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;											// Return FALSE
}

if (fullscreen)												// Attempt Fullscreen Mode?
{
	DEVMODE dmScreenSettings;								// Device Mode
	memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
	dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
	dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
	dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
	dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
	dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

	// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
	if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
	{
		// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
		if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By

Your Video Card. Use Windowed Mode Instead?",“NeHe GL”,MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,“Program Will Now Close.”,“ERROR”,MB_OK|MB_ICONSTOP);
return FALSE; // Return FALSE
}
}
}

if (fullscreen)												// Are We Still In Fullscreen Mode?
{
	dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
	dwStyle=WS_POPUP;										// Windows Style
	ShowCursor(FALSE);										// Hide Mouse Pointer
}
else
{
	dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
	dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
}

AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size

// Create The Window
if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
							"OpenGL",							// Class Name
							title,								// Window Title
							dwStyle |							// Defined Window Style
							WS_CLIPSIBLINGS |					// Required Window Style
							WS_CLIPCHILDREN,					// Required Window Style
							0, 0,								// Window Position
							WindowRect.right-WindowRect.left,	// Calculate Window Width
							WindowRect.bottom-WindowRect.top,	// Calculate Window Height
							NULL,								// No Parent Window
							NULL,								// No Menu
							hInstance,							// Instance
							NULL)))								// Dont Pass Anything To WM_CREATE
{
	KillGLWindow();		// Reset The Display
	MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;		// Return FALSE
}

static	PIXELFORMATDESCRIPTOR pfd=	// pfd Tells Windows How We Want Things To Be
{
	sizeof(PIXELFORMATDESCRIPTOR),	// Size Of This Pixel Format Descriptor
	1,							  // Version Number
	PFD_DRAW_TO_WINDOW |	// Format Must Support Window
	PFD_SUPPORT_OPENGL |	// Format Must Support OpenGL
	PFD_DOUBLEBUFFER,		// Must Support Double Buffering
	PFD_TYPE_RGBA,			// Request An RGBA Format
	bits,					// Select Our Color Depth
	0, 0, 0, 0, 0, 0,		// Color Bits Ignored
	0,						// No Alpha Buffer
	0,						// Shift Bit Ignored
	0,						// No Accumulation Buffer
	0, 0, 0, 0,				// Accumulation Bits Ignored
	16,						// 16Bit Z-Buffer (Depth Buffer)  
	0,						// No Stencil Buffer
	0,						// No Auxiliary Buffer
	PFD_MAIN_PLANE,			// Main Drawing Layer
	0,						// Reserved
	0, 0, 0					// Layer Masks Ignored
};

if (!(hDC=GetDC(hWnd)))		// Did We Get A Device Context?
{
	KillGLWindow();			// Reset The Display
	MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;			// Return FALSE
}

if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
{
	KillGLWindow();			// Reset The Display
	MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;			// Return FALSE
}

if(!SetPixelFormat(hDC,PixelFormat,&pfd))	// Are We Able To Set The Pixel Format?
{
	KillGLWindow();			// Reset The Display
	MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;			// Return FALSE
}

if (!(hRC=wglCreateContext(hDC)))	// Are We Able To Get A Rendering Context?
{
	KillGLWindow();			// Reset The Display
	MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;			// Return FALSE
}

if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
{
	KillGLWindow();			// Reset The Display
	MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;			// Return FALSE
}

ShowWindow(hWnd,SW_SHOW);	// Show The Window
SetForegroundWindow(hWnd);	// Slightly Higher Priority
SetFocus(hWnd);	// Sets Keyboard Focus To The Window
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen

if (!InitGL())	// Initialize Our Newly Created GL Window
{
	KillGLWindow(); 	// Reset The Display
	MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;		// Return FALSE
}

return TRUE;			// Success

}

LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information

{
static POINT ptLastMousePosit;
static POINT ptCurrentMousePosit;
static bool bMousing;

switch (uMsg)		// Check For Windows Messages
{
	case WM_ACTIVATE: // Watch For Window Activate Message
	{
		if (!HIWORD(wParam)) // Check Minimization State
		{
			active=TRUE;	// Program Is Active
		}
		else
		{
			active=FALSE;	// Program Is No Longer Active
		}

		return 0;	 // Return To The Message Loop
	}

	case WM_SYSCOMMAND:
	{
		switch (wParam)
		{
			case SC_SCREENSAVE:
			case SC_MONITORPOWER:
				return 0;
		}
		break;
	}
   /*
	case WM_CLOSE:	// Did We Receive A Close Message?
	{
		PostQuitMessage(0); // Send A Quit Message
		return 0;			// Jump Back
	}
   */
	case WM_KEYDOWN:		// Is A Key Being Held Down?
	{
		keys[wParam] = TRUE; // If So, Mark It As TRUE
		return 0;		// Jump Back
	}

	case WM_KEYUP:	// Has A Key Been Released?
	{
		keys[wParam] = FALSE; // If So, Mark It As FALSE
		return 0;		// Jump Back
	}

	case WM_SIZE:		// Resize The OpenGL Window
	{
		ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
		return 0;		// Jump Back
	}
    case WM_LBUTTONDOWN:
	{
		ptLastMousePosit.x = ptCurrentMousePosit.x = LOWORD (lParam);
		ptLastMousePosit.y = ptCurrentMousePosit.y = HIWORD (lParam);
		bMousing = true;
	}
	break;

case WM_LBUTTONUP:
	{
		bMousing = false;
	}
	break;

case WM_MOUSEMOVE:
	{
		ptCurrentMousePosit.x = LOWORD (lParam);
		ptCurrentMousePosit.y = HIWORD (lParam);

		if( bMousing )
		{
			g_fSpinX -= (ptCurrentMousePosit.x - ptLastMousePosit.x);
			g_fSpinY -= (ptCurrentMousePosit.y - ptLastMousePosit.y);
		}

		ptLastMousePosit.x = ptCurrentMousePosit.x;
		ptLastMousePosit.y = ptCurrentMousePosit.y;
	}
	break;

	case WM_CLOSE:
	{
		PostQuitMessage(0);	
	}    

}

// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);

}

int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop

// Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
	fullscreen=FALSE;	// Windowed Mode
}

// Create Our OpenGL Window
if (!CreateGLWindow("OpenGL - spinTetrahedron",640,480,16,fullscreen))
{
	return 0;	// Quit If Window Was Not Created
}

while(!done)	// Loop That Runs While done=FALSE
{
	if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
	{
		if (msg.message==WM_QUIT) // Have We Received A Quit Message?
		{
			done=TRUE;	 // If So done=TRUE
		}
		else	// If Not, Deal With Window Messages
		{
			TranslateMessage(&msg); // Translate The Message
			DispatchMessage(&msg);	// Dispatch The Message
		}
	}
	else			// If There Are No Messages
	{
		// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
		if ((active && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
		{
			done=TRUE; // ESC or DrawGLScene Signalled A Quit
		}
		else	// Not Time To Quit, Update Screen
		{
			SwapBuffers(hDC); // Swap Buffers (Double Buffering)
		}

		if (keys[VK_F1])	// Is F1 Being Pressed?
		{
			keys[VK_F1]=FALSE; 	// If So Make Key FALSE
			KillGLWindow();	// Kill Our Current Window
			fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
			// Recreate Our OpenGL Window
			if (!CreateGLWindow("NeHe's First Polygon Tutorial",640,480,16,fullscreen))
			{
				return 0;	// Quit If Window Was Not Created
			}
		}
	}
}

// Shutdown
KillGLWindow();		// Kill The Window
return (msg.wParam);	// Exit The Program

}

as a first guess:

you change <g_fSpinX> and <g_fSpinY> at WM_MOUSEMOVE,
but in your DrawGLScene() you are using <rot> for the rotation.

furthermore, you increase <rot> by 0.2f each time the scene is redrawn. i think the scene IS being rotated, but it is just so small that you can’t see it, because the rotation angle for glRotatef must be given in degrees, not in radian.

Thanks for your response.
The ‘rot’ thing was the way NeHe Lession #1 Example used to do the continuous rotation. It was my mistake to leave it in my posted code. The real problem I have is to adopt the mouse technique of using the ‘g_fSpinX’ and ‘g_fSpinY’ with the LRESULT CALLBACK WndProc to rotae the figure in any direction, so I can see the each side of the Tetrahedron. Please help and advise me how to get it working for me by using the mouse technique of the ‘g_fSpinX’, ‘g_fSpinY’, etc.
shc

here is some linux code- once you understand what happens, you should be able to port it to windows.

 
 GLfloat	mm[16];						// 'HISTORY' MATRIX -> INCLUDES ALL
 								// TRANSFORMATIONS
 int		B = -1;						// MOUSE BUTTON FLAG
 int		X0, Y0;						// MOUSE POINTER POSITION
 
 glMatrixMode(GL_MODELVIEW);					
 glLoadIdentity();
 glGetFloatv(GL_MODELVIEW_MATRIX, mm);				// SET HISTORY MATRIX TO IDENTITY
 
 while(1) {
	XNextEvent(dpy, &xev);					// (ALMOST THE) SAME AS PeekMessage IN WINDOWS

	if(xev.type == Expose) {				// WM_PAINT
		XGetWindowAttributes(dpy, win, &gwa);		// GET WINDOW SIZE
		glViewport(0, 0, gwa.width, gwa.height);	// SET VIEWPORT SIZE
		DrawSomething(); }

	else if(xev.type == ButtonPress) {			// WM_LBUTTONDOWN or WM_MBUTTONDOWN or WM_RBUTTONDOWN
		X0 = xev.xbutton.x;				//
		Y0 = xev.xbutton.y;				//
		B  = xev.xbutton.button; }			// PRESSED BUTTON (1=LEFT, 2=MIDDLE, 3=RIGHT)

	else if(xev.type == ButtonRelease) {			// WM_LBUTTONUP or WM_MBUTTONUP or WM_RBUTTONUP
		B  = -1; }					// CLEAR BUTTON FLAG

	else if((xev.type == MotionNotify) && (B != -1)) {	// WM_MOUSEMOVE
		int	DX = xev.xmotion.x - X0;		// POINTER MOTION IN X-DIRECTION
		int	DY = xev.xmotion.y - Y0;		// POINTER MOTION IN Y-DIRECTION

		X0 = xev.xmotion.x;				// UPDATE X-POSITION 
		Y0 = xev.xmotion.y;				// UPDATE Y-POSITION

		glMatrixMode(GL_MODELVIEW);
		glLoadIdentity();

		if(B == 1) {					// LEFT MOUSEBUTTON IS PRESSED -> ROTATE
			glRotatef((float)DX, 0., 0., 1.);
			glRotatef((float)DY, 1., 0., 0.); }

		else if(B == 3) {				// RIGHT MOUSEBUTTON IS PRESSED -> ZOOM
			glScalef(1.+.01*(float)DX, 1.+.01*(float)DX, 1.+.01*(float)DX); }

		glMultMatrixf(mm);				// MULTIPLY WITH HISTORY MATRIX
		glGetFloatv(GL_MODELVIEW_MATRIX, mm);		// UPDATE HISTORY MATRIX

		glLoadIdentity();
		gluLookAt(0., -10., 0., 0., 0., 0., 0., 0., 1.);// SET VIEWER POSITION
		glMultMatrixf(mm);				// MULTIPLY WITH HISTORY MATRIX

		DrawSomething(); 
		} 
	} 
}
  

it is concipated for rotating the model with the left and zooming with the right button; the center of the model should be at (0,0,0).

let me know if you get it to work under windows…

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