I have now the colors ready, but I am in trouble with the global behaviour of the openGL understanding.
As far as I have understand the whole thing, I have three different matrices:
Projection
Modelview
Textures (not yet used)
At first I set the projection matrix to the values I need.
At second step I set the modelview matrix.
Now I put the model into the modelview.
The following code currently gives blank window:
I am right with my thoughts how this should work and I have only a stupid thinking error, or is the behaviour different than I wrote above??
Any help is very welcome.
As far as I have understand the whole thing, I have three different matrices:
Projection
Modelview
Textures (not yet used)
At first I set the projection matrix to the values I need.
At second step I set the modelview matrix.
Now I put the model into the modelview.
The following code currently gives blank window:
Code:
gl = Me.OpenGLControl2.OpenGL
gl.Clear(GL_COLOR_BUFFER_BIT Or GL_DEPTH_BUFFER_BIT)
gl.Viewport(0, 0, OpenGLControl2.Width, OpenGLControl2.Height)
gl.MatrixMode(SharpGL.Enumerations.MatrixMode.Projection)
gl.LoadIdentity()
gl.LookAt(CDbl(gradiusOfBoundingbox / Math.Sin(fov / 2)), CDbl(gradiusOfBoundingbox / Math.Sin(5 / 2)), CDbl(gradiusOfBoundingbox / Math.Sin(5 / 2)), CDbl(0), CDbl(0), CDbl(0), CDbl(0), CDbl(-1), CDbl(0))
gl.Perspective(CDbl(fov), CDbl(OpenGLControl2.Width / OpenGLControl2.Height), CDbl(2), CDbl(2 * gradiusOfBoundingbox + 2))
gl.MatrixMode(SharpGL.Enumerations.MatrixMode.Modelview)
gl.LoadIdentity()
gl.Rotate(45.0F, 0.0F, 1.0F, 0.0F) 'Rotation for LDView like viewing angle
gl.Rotate(22.5, 1, 0, 1) 'Rotation for LDView like viewing angle
gl.Translate(gradiusOfBoundingbox, 0, gradiusOfBoundingbox)
DrawLines(gl)
gl.Flush()I am right with my thoughts how this should work and I have only a stupid thinking error, or is the behaviour different than I wrote above??
Any help is very welcome.
