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.