When I use glScale(size/window_size)
to draw a tetrahedron (window_size = 600x600) and input size = 600, it draws incorrect picture
[1.
When I input size < 600 it draws nothing, up to 1200 it draws the same images as given lower, after 1200 draws nothing again. How to do it correct?
int size_cat;
std::cin >> size_cat;
screen = SDL_CreateWindow("Jack.exe", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 600, 600, SDL_WINDOW_OPENGL);
int size_h = 2 * size_cat;
SDL_GLContext context = SDL_GL_CreateContext(screen);
glClearColor(0, 0, 0, 1);
glRotatef(25, 1, 1, 0);
while (1)
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
return 0;
case SDL_KEYDOWN:
if (event.key.repeat) break;
switch (event.key.keysym.scancode)
{
case SDL_SCANCODE_1: glColor3b(127, 0, 0); break;
case SDL_SCANCODE_2: glColor3b(0, 127, 0); break;
case SDL_SCANCODE_3: glColor3b(0, 0, 127); break;
}
break;
}
}
glClear(GL_COLOR_BUFFER_BIT);
glScalef(size_cat/600, size_cat/600, size_cat/600);
glBegin(GL_LINES);
glVertex3f(0.5, 1, -0.5);
glVertex3f(0.5, 0, -0.5);
glVertex3f(0.5, 0 ,-0.5);
glVertex3f(0.5, 0, 0.5);
glVertex3f(0.5, 0, 0.5);
glVertex3f(-0.5, 0, -0.5);
glVertex3f(-0.5, 0, -0.5);
glVertex3f(0.5, 0, -0.5);
glVertex3f(0.5, 1, -0.5);
glVertex3f(0.5, 0, 0.5);
glVertex3f(0.5, 1, -0.5);
glVertex3f(-0.5, 0, -0.5);
Since you use glScale
in a loop, you are changing your matrix progressively. glScale
multiply the current matrix by a general scaling matrix.
See glScale
:
glScale
produces a nonuniform scaling along thex
,y
, andz
axes. The three parameters indicate the desired scale factor along each of the three axes.The current matrix (see
glMatrixMode
) is multiplied by this scale matrix, and the product replaces the current matrix.
Either use glLoadIdentity
to replace the current matrix with the identity matrix, before you do the scaling:
while (1)
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(25, 1, 1, 0);
glScalef(size_cat/600, size_cat/600, size_cat/600);
.....
}
Or use glPushMatrix
and glPopMatrix
:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(25, 1, 1, 0);
while (1)
{
glPushMatrix();
glScalef(size_cat/600, size_cat/600, size_cat/600);
.....
glPopMatrix();
}