i'm having trouble rotating a room around itself. its center is at (5,5,0) so i thought if i translated the room and the objects in the room with glTranslatef(5,5,5) then glRotatef(rotateroom,0,0,1) and then draw the items and use glTranslate(-5,-5,0) it would rotate the room and everything in it around 5,5,0 but it seems to still be rotating around (0,0,0) and i'm not really sure what I'm doing wrong. Thanks for the help in advance.
void drawside(){
int i,j;
/*for (j = 0; j <= 8; j++) {
glBegin(GL_LINE_STRIP);
for (i = 0; i <= 30; i++)
glEvalCoord2f((GLfloat)i/30.0, (GLfloat)j/8.0);
glEnd();
glBegin(GL_LINE_STRIP);
for (i = 0; i <= 30; i++)
glEvalCoord2f((GLfloat)j/8.0, (GLfloat)i/30.0);
glEnd();
}*/
glEvalMesh2(GL_FILL, 0, 20, 0, 20);
}
void drawRoom(){
//floor
glBegin(GL_POLYGON);
glColor3f(1,1,1);
glNormal3f(0,0,0);
glVertex3f(0,0,0);
glNormal3f(0,10,0);
glVertex3f(0,10,0);
glNormal3f(10,10,0);
glVertex3f(10,10,0);
glNormal3f(10,0,0);
glVertex3f(10,0,0);
glEnd(
);
//wall
glBegin(GL_POLYGON);
glColor3f(0,0,1);
glNormal3f(0,10,0);
glVertex3f(0,10,0);
glNormal3f(0,10,10);
glVertex3f(0,10,10);
glNormal3f(10,10,10);
glVertex3f(10,10,10);
glNormal3f(10,10,0);
glVertex3f(10,10,0);
glEnd();
//wall2
glBegin(GL_POLYGON);
glColor3f(0,1,0);
glNormal3f(10,10,0);
glVertex3f(10,10,0);
glNormal3f(10,10,0);
glVertex3f(10,10,10);
glNormal3f(10,0,10);
glVertex3f(10,0,10);
glNormal3f(10,0,0);
glVertex3f(10,0,0);
glEnd();
}
void drawObjects(){
glColor3f(1,0,1);
glTranslatef(2,2,0);
if(conefill == 1)
glShadeModel(GL_FLAT);
else
glShadeModel(GL_SMOOTH);
glutSolidCone(cone,5,10,2);
glTranslatef(5,5,0);
glColor3f(1,0,0);
if(spherefill == 1)
glShadeModel(GL_FLAT);
else
glShadeModel(GL_SMOOTH);
glutSolidSphere(sphere,20,20);
}
void display(){
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(viewx,viewy, viewz,viewx +lx, 5, viewz + ly,0.0f, 0.0f, 1.0f);
//gluLookAt(viewx,viewy,viewz,headup,headright,5,0,0,1);
glClear(GL_COLOR_BUFFER_BIT);
GLfloat light_position[] = {-1.0,5.0,5.0,0.0};
//GLfloat light_direction[] = {-5,-5,-5};
//GLfloat amb[] = {0,0,0,1};
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
//glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION,light_direction);
//glLightfv(GL_LIGHT0, GL_AMBIENT,amb);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(5,5,0);
glRotatef(rotateroom,0,0,1);
glPushMatrix();
drawRoom();
glPopMatrix();
glColor3f(0.0, 0.0, 1.0);
glPushMatrix();
glTranslatef(6,3,1);
glPushMatrix ();
drawside();
glPopMatrix();
glPushMatrix();
//glTranslatef(5,0,0);
glRotatef(90,1,0,0);
//glTranslatef(-5,0,0);
glTranslatef(0,.5,.5);
drawside();
glPopMatrix();
glPushMatrix();
//glTranslatef(5,0,0);
glRotatef(180,1,0,0);
//glTranslatef(-5,0,0);
glTranslatef(0,1,0);
drawside();
glPopMatrix();
glPushMatrix();
glRotatef(90,0,0,1);
glTranslatef(-.5,.5,0);
drawside();
glPopMatrix();
glPushMatrix();
glRotatef(270,0,0,1);
glTranslatef(.5,.5,0);
drawside();
glPopMatrix();
glPopMatrix();
drawObjects();
glTranslatef(-5,-5,0);
glPopMatrix();
glutSwapBuffers();
glFlush();
}