I am working on a simple OpenGL project. I want to get a simple camera to move in perspective mode.
I keep reading about the projection matrix, gluLookAt, and the model view matrix. I keep reading that all I should do are my perspective calls in the projection matrix and then all of my transformations and camera movement in the model view matrix.
#include "GLheaders.h"
void drawWorldAxis() {
glLoadIdentity();
glBegin(GL_LINES);
glNormal3f(0, 0, 1);
glColor3ub(255, 0, 0);
glVertex3f(0,0,0);
glVertex3f(1,0,0);
glColor3ub(0, 255, 0);
glVertex3f(0,0,0);
glVertex3f(0,1,0);
glColor3ub(0, 0, 255);
glVertex3f(0,0,0);
glVertex3f(0,0,1);
glEnd();
}
void keyboard(unsigned char key, int x, int y) {
glutPostRedisplay();
}
static float eye[3] = {.5, .5, .5};
#include <stdio.h>
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(55.0, 1, .1, 10000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
drawWorldAxis();
printf("eye at <%f, %f, %f>\n", eye[0], eye[1], eye[2]);
fflush(stdout);
gluLookAt(eye[0], eye[1], eye[2], 0, 0, 0, 0, 1, 0);
eye[0] += .1;
eye[1] += .1;
glFlush();
glutSwapBuffers();
}
void reshape(int w, int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(55.0, 1, -1, 10000);
glMatrixMode(GL_MODELVIEW);
glutPostRedisplay();
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE| GLUT_DEPTH);
glutInitWindowSize(400,400);
glutCreateWindow("Tiny Test");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glEnable(GL_NORMALIZE);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return EXIT_SUCCESS;
}
I am expecting this code to display three lines representing the world coordinate system's x, y, and z axises, and as keys are pressed the camera should move and start to look at the origin/coordinate axises from more and more drastic angles.
What is going wrong here? I've been bashing my head into a wall trying to figure out why nothing is moving. It only changes if I put the gluLookAt call in the projection matrix which I keep being told is a terrible idea.