I use Tao Framework and I have a problem with using glLoadIdentity()
, I'm loading picture in to a gluDisk
successfully, I can see the picture, then when I try to change the camera's position with gluLookAt
the picture I have loaded on the gluDisk
is gone , instead, all I see is a color that reminds the background color of the picture I have loaded, after using debugging I saw that it happens because of the glLoadIdentity()
function.
Here is the function that redraw the Disk:
Gl.glClearColor(0F, 0F, 0F, 1.0F);
while (true)
{
world.drawWorld();
Application.DoEvents();
Thread.Sleep(20);
}
here is my code for changing the lookat:
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);
Gl.glMatrixMode(Gl.GL_MODELVIEW); //Switch to the drawing perspective
Gl.glLoadIdentity();
switch (Convert.ToInt32(e.KeyChar))
{
//down arrow
case 76:
rotAngle -= 0.5f;
rotY -= 0.1f;
//rotX = 0;
break;
//up arrow
case 82:
rotAngle += 0.5f;
rotY += 0.1f;
//rotX = 0;
break;
// left arrow
case 85:
rotAngle -= 0.5f;
//rotY = 0;
rotX -= 0.1f;
break;
//right arrow
case 68:
rotAngle += 0.5f;
//rotY = 0;
rotX += 0.1f;
break;
case 'a':
xMove -= 1;
Glu.gluLookAt(xMove, yMove, zMove, xMove + 2, yMove + 2, zMove + 2, 0, 1, 0);
break;
case 'd':
xMove += 1;
Glu.gluLookAt(xMove, yMove, zMove, xMove + 2, yMove + 2, zMove + 2, 0, 1, 0);
break;
case 'w':
yMove +=1;
Glu.gluLookAt(xMove, yMove, zMove, xMove + 2, yMove + 2, zMove + 2, 0, 1, 0);
break;
case 's':
yMove -= 1;
Glu.gluLookAt(xMove, yMove, zMove, xMove + 2, yMove + 2, zMove + 2, 0, 1, 0);
break;
case 'z':
zMove += 1F;
Glu.gluLookAt(xMove, yMove, zMove, 0, 0, 0, 0, 1, 0);
break;
case 'x':
zMove -= 1F;
Glu.gluLookAt(xMove, yMove, zMove, 0, 0, 0, 0, 1, 0);
break;
case '0':
//zMove -= 1F;
Glu.gluLookAt(1, 1, 1, 0, 0, 0, 0, 1, 0);
break;
Here is my drawing code:
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);
Gl.glEnable(Gl.GL_TEXTURE_2D);
LoadTexture();
Glu.GLUquadric qobj = Glu.gluNewQuadric();
Glu.gluQuadricTexture(qobj, Gl.GL_TRUE);
//Glut.glutSetCursor(Glut.GLUT_CURSOR_NONE);
Gl.glPushMatrix();
Gl.glRotatef(80f, 1.0f, 0.0f, 0.0f);
Glu.gluDisk (qobj,0, 800, 900, 300);
Gl.glPopMatrix();
Never(!) put OpenGL state change functions into an event handler! Right now you have exactly this. In your keypress handler change some variable, then issue a redraw event and use that to apropriately setup the matrices in the drawing function.
glLoadIdentity has to do with this only insofar, that you call it at a place, where it does not belong. OpenGL is a drawing API not a scene graph.