Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (690)
Games in Android Showcase (201)
games submitted by our members
Games in WIP (764)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  LibGDX - How change the standard LibGX Project to Perspective Camera?  (Read 1802 times)
0 Members and 1 Guest are viewing this topic.
Offline ddfh

Junior Devvie


Medals: 1



« Posted 2013-03-27 11:01:40 »

Hi,

I generated the simple LibGDX project where you see a LibGDX image.

The example is made with

1  
       private OrthographicCamera camera;


How can I change this to Perpective Camera?

I want it in Perspective Camera with the same look like in Orthographic Camera.

I will add some 3d objects on this image. Like this:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
         StillModel mesh;

    ... create()

          mesh =  ModelLoaderRegistry.loadStillModel(Gdx.files.internal("data/testObject.obj"));

    ... render()

          gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

          camera.update();

          batch.setProjectionMatrix(camera.combined);
          batch.begin();
          sprite.draw(batch);
          batch.end();

          gl.glEnable(GL10.GL_DEPTH_TEST);
          gl.glEnable(GL10.GL_LIGHTING);
          gl.glEnable(GL10.GL_COLOR_MATERIAL);
          gl.glEnable(GL10.GL_TEXTURE_2D);

          camera.update();
          gl.glMatrixMode(GL10.GL_PROJECTION);
          gl.glLoadIdentity();

          gl.glLoadMatrixf(cam.projection.val, 0);
          gl.glMatrixMode(GL10.GL_MODELVIEW);
          gl.glLoadMatrixf(cam.view.val, 0);

          gl.glEnable(GL10.GL_LIGHT0);
          gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightColor, 0);
          gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosition, 0);

          gl.glRotatef(angleY, 0, 1, 0);
          gl.glRotatef(angleX, 1, 0, 0);
          mesh.render();
    ...


Has someone an Idea?
Offline ddfh

Junior Devvie


Medals: 1



« Reply #1 - Posted 2013-03-27 14:35:48 »

I solved it with the help of ProjectTest.java

It's an example in GDX Tests.
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 
xTheGamerPlayz (218 views)
2016-09-26 21:26:27

Wave Propagation (417 views)
2016-09-20 13:29:55

steveyg90 (525 views)
2016-09-15 20:41:23

steveyg90 (520 views)
2016-09-15 20:13:52

steveyg90 (563 views)
2016-09-14 14:44:42

steveyg90 (586 views)
2016-09-14 14:42:13

theagentd (539 views)
2016-09-12 16:57:14

theagentd (466 views)
2016-09-12 14:18:31

theagentd (317 views)
2016-09-12 14:14:46

Nihilhis (750 views)
2016-09-01 13:36:54
List of Learning Resources
by elect
2016-09-09 09:47:55

List of Learning Resources
by elect
2016-09-08 09:47:20

List of Learning Resources
by elect
2016-09-08 09:46:51

List of Learning Resources
by elect
2016-09-08 09:46:27

List of Learning Resources
by elect
2016-09-08 09:45:41

List of Learning Resources
by elect
2016-09-08 08:39:20

List of Learning Resources
by elect
2016-09-08 08:38:19

Rendering resources
by Roquen
2016-08-08 05:55:21
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!