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  Changing coordinate system of VBO's  (Read 486 times)
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Offline hvince95

Junior Member


Medals: 1
Projects: 2



« Posted 2012-10-13 02:55:21 »

Hello everybody, again...

Just started learning vertex buffer objects, and it is much easier than I thought it would be.  Pretty straight forward really.  I have been following this example:
http://www.java-gaming.org/topics/introduction-to-vertex-arrays-and-vertex-buffer-objects-opengl/24272/view.html
(Thankyou Riven!)
Specifically the Vertex Buffer Objects (interleaved) example in the format VCVCVC and modifying it to draw GL_POINTS instead of GL_TRIANGLES.  This all works perfectly!  This line of code is used to place a pixel:
1  
vcBuffer.put(-0.5f).put(-0.5f).put(0.0f);

The problem is, when drawing many pixels next to each other, the coordinate system of -1 to 1 isnt really accurate enough, and leaves strips of white lines vertically up the screen.  My screen width is 960, so if I want to place a point at 250, the argument in the first put() would look like this:
1  
(250 / 960f - 0.5f)

Is there anyway to change the coordinate system from -1 to 1, to 0 to 960 and same on the y axis?
Online theagentd
« Reply #1 - Posted 2012-10-13 04:01:19 »

glOrtho?

Myomyomyo.
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