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True OpenGL Zooming

By , 11 Feb 2002
 

Sample Image - Zoom.jpg

Introduction

The topic of this article is focused around zooming in a perspective OpenGL view. I wrote this article because I found some examples of zooming in a OpenGL view using ortho projections. But the most advanced example that I found using perspective projections, don't implement a true zooming but simulate the zooming effect changing the view point or camera angle. The technique that I suggest implement a true zooming and not change camera angle or perspective parameters (view point, reference point clipping planes). I achieved this result using the function glFrustum instead of standard gluPerspective and manipulating (see function COGL::SetPerspective(const CRect &rcClient) in the class COGL) the scaling and translating parameters of projection matrix. Two normalized rectangles are maintained by the COGL class: one for the full size image, and one for the current zooming rectangle. The image presented by OpenGL is scaled by the ratio of the rectangles, adjusted according to the viewport aspect and translated to the center of current zooming rectangle.

Finally sorry for my poor English.

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pepito sbarzeguti
Italy Italy
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GeneralAn Easier Way....memberFatBuddha13 Feb '02 - 7:34 
You could of course just do exactly the same thing using gluPickMatrix:
 
//Initialise projection mode,...
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
 
//...get viewport details,...
int viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
 
//...and create 'zoomport' details just like a normal viewport.
int zoomport[4];
zoomport[0] = //X of top left of zoom area
zoomport[1] = //Y of top left of zoom area
zoomport[2] = //Width of zoom area
zoomport[3] = //Height of zoom area
 
//Then use pickmatrix to zoom in on this part of the scene...
gluPickMatrix(zoomport[0]+zoomport[2]/2, zoomport[1]+zoomport[3]/2, zoomport[2], zoomport[3], viewport);
 
//...then set up your perspective view frustrum as normal
gluPerspective(m_FOV, m_ViewportAspect, m_FrustrumNear, m_FrustrumFar);
 
You figure out the zoomport values by catching mouse button up/down events, and you
can make a picking triangle in Windows using the DrawDragRect() function.
 
No disrespect intended to the author of this fine tutorial - just figured that some folks are looking for the meat.Smile | :)
 
FatBuddha:
 
None
GeneralRe: An Easier Way.... Pinmemberpepito sbarzeguti13 Feb '02 - 21:30 
And if you change the size of window work ?
GeneralRe: An Easier Way.... PinmemberFatBuddha14 Feb '02 - 7:00 
You need to scale up the zoom values when the window is resized which is no biggy. Having said that, it is neater to alter the zoom values to be percentages of the original viewport window.
 
This means that you don't have to alter your zoom values on a window resize - and you can re-zoom much more easily. That's what I use anyhow.
 
Rob
 
None
GeneralRe: An Easier Way.... PinmemberAlberto Bencivenni12 Dec '05 - 3:06 
Is this method applicable to parallel mode too?
 
Can I implement the mouse wheel zoom-in zoom-out seamlessy with this approach?
 
Thanks,
 
Alberto
 

GeneralRe: An Easier Way.... Pinmembera_david12321 Jun '07 - 23:36 

Dear FatBuddha
 
Regards!
Thanks for your reply on CodeGuro forums.
kindly help me in more detail,kindly helpe me while writing complete code for Zoom as i am the begginner.
 
hope you would help me.
Regards
David

 
david

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