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The code for implementing the zoom window in perspective view is just perfect. It show's that, you have a deep understanding of how to create a perspective matrix. I would like to know whether you have written any article about Panning in Perspective view or not? I would be appreciated if you could show me how to do true panning in perspective view.
Thanks.
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I want to use 3dmax objects on the .net platform(use c# code) and also i use opengl code.Do you have any opinion about this.Please give me a example project.
Thank you...
eey56@yahoo.com
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hi ,can you tell me how can i introduce buttons ,edit zone ,all this beside an opengl child window in viual c++6.0 or in builderC++ 6.0 i am verry confused ...thank you .....
-- modified at 17:37 Friday 5th May, 2006
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I have a winform application. One of my winform contain a panel with few child controls. I would like to impliment zooming (like 50 % , 100 % etc) facility for all child controls which are avilable inside that panel. The main reason is, i have a collection of controls inside that perticular panel. Sometime user want to see some or all controll at a streach without scrolling panel up and down.
How will do this ? Please post your idea.
Sreejith Nair [ My Articles ]
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hi, i want to import a 3DMax object in my opengl project, i have used 3DSloader, but my project is now dead slow. i want to load all the objects efficiently. i tried to read all the vertices in an array to draw them, but it does not work. a hint or a code sample will help. email: obaid_salikeen@hotmail.com
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| Sign In·View Thread·PermaLink | 1.42/5 (9 votes) |
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How to run 2 different(or same) OpenGL objects in one DialogBox? IDC_STATIC1 is a first OpenGL objects Scene window. IDC_STATIC2 is a second OpenGL objects Scene window. IDC_STATIC1 and IDC_STATIC2 ,they are placed on IDD_DIALOG1.
code: pclStatic = (CStatic *)GetDlgItem(IDC_OpenGL_Window); pclGlView = new CGlView(pclStatic); pclGlView->OnCreate(); pclGlView->InitGL(); pclGlView->DrawGLScene();
pclStatic1 = (CStatic *)GetDlgItem(IDC_OpenGL_Window); pclGlView1 = new CGlView(pclStatic1); pclGlView1->OnCreate(); pclGlView1->InitGL(); pclGlView1->DrawGLScene();
Will not involve both windows (IDC_STATIC2,IDC_STATIC1)
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HOW TO DRAW A CIRCULAR SCALE (similar to a time clock showing graduations outwards in degrees 0,5,...360. any code...?
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HOW TO ZOOM a particular part of colour buffer content. could i know any more links...to articles,codes,tutorials
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int gluUnProject( GLdouble winx, GLdouble winy, GLdouble winz, const GLdouble modelMatrix[16], const GLdouble projMatrix[16], const GLint viewport[4], GLdouble *objx, GLdouble *objy, GLdouble *objz ); Parameters winx, winy, winz The window coordinates to be mapped. modelMatrix The modelview matrix (as from a glGetDoublev call). projMatrix The projection matrix (as from a glGetDoublev call). viewport The viewport (as from a glGetIntegerv call). objx, objy, objz The computed object coordinates.
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Hi all, here is the small trouble of a new-comer to OpenGL. Who knows how to convert a 3D point to a normal point (screen coordinate) and how to do on the contrary. For example: CRect rc; GetClientRect(rc); int x, y; double u, v, t;
// And how to do this // 1. M1(1.0, -0.7, 2.3) --> M2(x, y) ; // 1. M2(100, 120) --> M1(u, v, t); // where x in [rect.left, rect.right] and y in [rect.top, rect.bottom] By the way, who can tell me how to load the current matrix to an array (double mymatrix[16]). Please help me. Thanks for your care
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This is how M3D(x, y, z) can be convert to M2D(x, y):
void Project(double x3D, double y3D, double z3D, double *pXWin, double *pYWin) { /* -------{ VARIABLE SECTION }------- */ GLdouble model_matrix[16]; GLdouble project_matrix[16]; GLint viewport[4]; double dummy_z; /* -------{ INITIALIZATION SECTION }------- */ // Make Current Rendering context /* -------{ MAIN SECTION }------- */ glGetDoublev(GL_MODELVIEW_MATRIX, model_matrix); glGetDoublev(GL_PROJECTION_MATRIX, project_matrix); glGetIntegerv(GL_VIEWPORT, viewport); gluProject(x3D, y3D, z3D, model_matrix, project_matrix, viewport, pXWin, pYWin, &dummy_z); /* -------{ RETURN SECTION }------- */ return; }
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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.
FatBuddha:
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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
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Is this method applicable to parallel mode too?
Can I implement the mouse wheel zoom-in zoom-out seamlessy with this approach?
Thanks,
Alberto
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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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when u want to scroll i lose my opengl coordinates stored in display lists please help !!!!!!
syphax
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