View Full Version : top view side view and front view
10-11-2011, 01:15 PM
I have my 3D model displayed on the screen. How can I capture the top view , side view and front view of that model. I am completely ignorant about that. Please give me some suggestions.
I am using perspective projection. Any help would be highly appreciated. Thanks Sujan
10-11-2011, 04:56 PM
glRotatef(90.0f, 1.0f, 0.0f, 0.0f);
glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
glRotatef(90.0f, 0.0f, 0.0f, 1.0f);
10-16-2011, 08:06 AM
Thanks a lot for the reply. I'll try this way. Thanks sujan
10-17-2011, 01:02 AM
Hi newsb what should it be for isometric view. Thanks Sujan
10-21-2011, 05:16 AM
Can anyone tell what should be the isometric view for 3D model.
what kind of translation or rotation I need to put. Thanks a lot in advance.
10-22-2011, 12:46 PM
For isometric viewing simply use an Orthographic projection using glOrtho function.
10-24-2011, 03:46 PM
but iin glOrtho() there are many parameters need be given right ?
viz left_side, right_side, top_side, bottom_side, near and far.....What will be the values of these variables.
10-24-2011, 04:18 PM
Moreover I am using perspective projection. Tell me how can I achieve isometric view in perspective projection. Thanks a lot for your reply Sujan
10-24-2011, 04:20 PM
Typical values for glOrtho are
0,0,screen width,screen height , 1, 100
10-24-2011, 06:36 PM
Moreover I am using perspective projection. Tell me how can I achieve isometric view in perspective projection.
You don't. What you asked for is a contradiction, like asking for a round square, or a meter stick that's 10 centimeter's long.
You can look at a scene from any angle. But as long as you are using a perspective projection, it will not be "isometric", because isometricness is contradictory to perspective projection. To be isometric, you need to use an orthographic projection.
10-25-2011, 12:14 AM
Isometrci view is not working...
// TODO: Add your command handler code here
CDC* pDC = GetDC();
Is this correct ??
10-25-2011, 12:48 AM
Well, I would say that your code that sets up a projection matrix should be part of your render loop, not some random function that picks a DC out of nothing and binds the context. And it should be putting the projection matrix in the GL_PROJECTION matrix, not whatever matrix happened to be the current one at the time.
It should be noted that an isometric "projection" (http://en.wikipedia.org/wiki/Isometric_projection) is not a projection at all; it's just a specific case of an orthographic projection. Specifically, when you view a scene from a certain angle through an orthographic projective transform. That is, it's not just about the projection; you also need to change the angle of view.
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