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  a strange problem  (Read 468 times)
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Offline dreamguy335

Senior Newbie





« Posted 2006-03-01 22:49:25 »

hi guys,
I am unable to understand something. I divided the GLCanvas in to viewports (3X3 = 9) 3 rows and 3 colums. I draw the an icosohedron in each of  these viewports and try to rotate them. I am able to rotate all the icosohedron but they rotate differently. I want all of them to rotate in the same fashion. the code for my application is as follows.

 gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);

 gl.glLoadIdentity();

 gl.glTranslatef(v.trans[0], v.trans[1], v.trans[2]);  //trans[2] = -43; trans[0] = trans[0] = 0.0
//
i am drawing something else here
//

   gl.glRotatef(this.v.rot_inc[0], 1, 0, 0);  //i am getting the values from the mouse draged event

  gl.glRotatef(this.v.rot_inc[1], 0, 1, 0);


gl.glViewport(0, 0, w, h);  //bringing the viewport back to normal   

this.applyViewPortForWaves(this.v.RowsForScalePlot, trialvalue-1); // applying the (3X3) viewport. this is dynamic and changes accordingly

this.DrawObject(2, l);  //drawing the object for the vieport

this.BeginHUD(w, h);

gl.glColor3f(0, 0, 0);

 this.renderBitmapString(3, h_h, 14, f[l].toString(), Defaultcolor);

 this.EndHUD();

gl.glViewport(0, 0, w, h);



i am unable to understand what mistake i am doing. I would appreciate if somebody can help me in this regard.

thanks,
ravi.




Offline dreamguy335

Senior Newbie





« Reply #1 - Posted 2006-03-01 22:55:22 »

hi guys,
i got the prblem solved. I was not decalring the glrotate globally. I waas decalring them individually for each type of object. Hence i was getting the mistake. Thanks.
ravi.




hi guys,
I am unable to understand something. I divided the GLCanvas in to viewports (3X3 = 9) 3 rows and 3 colums. I draw the an icosohedron in each of  these viewports and try to rotate them. I am able to rotate all the icosohedron but they rotate differently. I want all of them to rotate in the same fashion. the code for my application is as follows.

 gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);

 gl.glLoadIdentity();

 gl.glTranslatef(v.trans[0], v.trans[1], v.trans[2]);  //trans[2] = -43; trans[0] = trans[0] = 0.0
//
i am drawing something else here
//

   gl.glRotatef(this.v.rot_inc[0], 1, 0, 0);  //i am getting the values from the mouse draged event

  gl.glRotatef(this.v.rot_inc[1], 0, 1, 0);


gl.glViewport(0, 0, w, h);  //bringing the viewport back to normal   

this.applyViewPortForWaves(this.v.RowsForScalePlot, trialvalue-1); // applying the (3X3) viewport. this is dynamic and changes accordingly

this.DrawObject(2, l);  //drawing the object for the vieport

this.BeginHUD(w, h);

gl.glColor3f(0, 0, 0);

 this.renderBitmapString(3, h_h, 14, f[l].toString(), Defaultcolor);

 this.EndHUD();

gl.glViewport(0, 0, w, h);



i am unable to understand what mistake i am doing. I would appreciate if somebody can help me in this regard.

thanks,
ravi.





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Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
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