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  2d-abstraction-layer with jogl  (Read 647 times)
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Offline lebasti

JGO n00b
*

Posts: 32


Java games rock!


« on: 2005-04-07 07:47:06 »

Hello!

I have to code some sort of paint/waveeditor-application, which uses jogl for zooming and storing the large pictures in the texture memory. My problem now is that I find it pretty difficult to handle the whole 2d-stuff (eg. positioning the image in space, retrieve the position of the playmarker) in the 3d-space. I've read some resources about OpenGl, but I don't get the right direction of how to do such an abstraction-layer, which hides this whole 3d-stuff from me. I hope I succeded in describing my problem. Any help greatly appreciated, my brain won't do this for me right now. And sorry for my english Wink

greetings,

basti

....I and I nah signature....
Offline rexguo

Full Member
**

Posts: 139


Real-Time Java


« Reply #1 on: 2005-04-07 23:38:19 »

You can try setting OpenGL into 2D mode.
That is, using Orthogonal projection instead
of Perspective projection that most 3D
apps use. Look into glOrtho() and also the
code I've pasted in the recent thread
called 'Smooth Scrolling..'.

http://www.rexguo.com - Technologist + Designer
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