Ehsan Nekooee

09-06-2009, 02:43 PM

Hi everyone

First, I need to say that I just searched but my problem still stood still !

I wrote my own transformation and rotation functions and I called them elRotateX() for example for rotating around X,y,z axis.

void elRotateX()

{

GLfloat mat[] = {

1, 0, 0, 0, // X Column

0, cos(xRot), -sin(xRot), 0, // Y Column

0, sin(xRot), cos(xRot), 0, // Z Column

0, 0, 0, 1 // Trans

};

glMatrixMode(GL_MODELVIEW);

glLoadMatrixf(mat);

}

I also wrote my own

void elLoadIdentity()

{

GLfloat mat[] = {

1, 0, 0, 0, // X Column

0, 1, 0, 0, // Y Column

0, 0, 1, 0, // Z Column

0, 0, 0, 1 // Trans

};

glMatrixMode(GL_MODELVIEW);

glLoadMatrixf(mat);

}

and this is the imporatant part of my resize function:

glMatrixMode( GL_PROJECTION );

elLoadIdentity();

gluPerspective(25,(float)w/(float)h,1,200);

glMatrixMode(GL_MODELVIEW);

elLoadIdentity();

My rotation variables (xRot, yRot, zRot) are increased or decreased by Arrow keys.

When I use elRotate functions as above just rotates around Z axis. I pushed and popped matrixes and I replaced GL_MODELVIEWs

with GL_PROJECTION but I can't rotate all three axises together.(for example x,y rotates but z doesn't)

I read some Matrix concepts and I found out MODELVIEW you need to move whole scene with the inverse transformation.

but i didn't get what exactly Projection does.

In my case how can I rotate all three axises?

First, I need to say that I just searched but my problem still stood still !

I wrote my own transformation and rotation functions and I called them elRotateX() for example for rotating around X,y,z axis.

void elRotateX()

{

GLfloat mat[] = {

1, 0, 0, 0, // X Column

0, cos(xRot), -sin(xRot), 0, // Y Column

0, sin(xRot), cos(xRot), 0, // Z Column

0, 0, 0, 1 // Trans

};

glMatrixMode(GL_MODELVIEW);

glLoadMatrixf(mat);

}

I also wrote my own

void elLoadIdentity()

{

GLfloat mat[] = {

1, 0, 0, 0, // X Column

0, 1, 0, 0, // Y Column

0, 0, 1, 0, // Z Column

0, 0, 0, 1 // Trans

};

glMatrixMode(GL_MODELVIEW);

glLoadMatrixf(mat);

}

and this is the imporatant part of my resize function:

glMatrixMode( GL_PROJECTION );

elLoadIdentity();

gluPerspective(25,(float)w/(float)h,1,200);

glMatrixMode(GL_MODELVIEW);

elLoadIdentity();

My rotation variables (xRot, yRot, zRot) are increased or decreased by Arrow keys.

When I use elRotate functions as above just rotates around Z axis. I pushed and popped matrixes and I replaced GL_MODELVIEWs

with GL_PROJECTION but I can't rotate all three axises together.(for example x,y rotates but z doesn't)

I read some Matrix concepts and I found out MODELVIEW you need to move whole scene with the inverse transformation.

but i didn't get what exactly Projection does.

In my case how can I rotate all three axises?