How to move a 2D object in the direction of a point (not a GL_POINTS, but coordinates) using OpenGL?
For a better understanding of my code:
I’ve splited most of my code into different source codes, but this is the one that is actually creating the shapes and setting the scene:
void setupScene(int clearColor[]) {
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
//glClearColor(250, 250, 250, 1.0); // Set the cleared screen colour to black.
glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT); // This sets up the viewport so that the coordinates (0, 0) are at the top left of the window.
// Set up the orthographic projection so that coordinates (0, 0) are in the top left.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, WINDOW_WIDTH, WINDOW_HEIGHT, 0, -10, 10);
// Back to the modelview so we can draw stuff.
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the screen and depth buffer.
}
void drawScene() {
setupScene((int[]){250, 250, 250, 1});
triangle(210, WINDOW_WIDTH, WINDOW_HEIGHT);
glBegin(GL_QUADS);
glColor3f(RGB(80), RGB(80), RGB(80));
glPushMatrix();
glTranslatef(400, 400, 0);
glVertex2d(200, 100);
glVertex2d(100, 100);
glVertex2d(100, 200);
glVertex2d(200, 200);
glPopMatrix();
glEnd();
glutSwapBuffers(); // Send the scene to the screen.
}
void update(int value) {
glutPostRedisplay(); // Tell GLUT that the display has changed.
glutTimerFunc(25, update, 0); // Tell GLUT to call update again in 25 milliseconds.
}
You need to translate the modelview matrix. Assuming you’re in modelview mode already:
[Edit]
Try explicitly selecting the modelview matrix. Your example does not tell us which mode it’s currently in:
Normally at the beginning of your render you reset everything… So you enter the GL_PROJECTION mode, call
glLoadIdentity()to reset it and set up your camera, then do this for the GL_MODELVIEW matrix as well.