Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 597051
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 13, 20262026-05-13T16:14:17+00:00 2026-05-13T16:14:17+00:00

I’ve got some 2D geometry. I want to take some bounding rect around my

  • 0

I’ve got some 2D geometry. I want to take some bounding rect around my geometry, and then render a smaller version of it somewhere else on the plane. Here’s more or less the code I have to do scaling and translation:

// source and dest are arbitrary rectangles.
float scaleX = dest.width / source.width;
float scaleY = dest.height / source.height;
float translateX = dest.x - source.x;
float translateY = dest.y - source.y;

glScalef(scaleX, scaleY, 0.0);
glTranslatef(translateX, translateY, 0.0);
// Draw geometry in question with its normal verts.

This works exactly as expected for a given dimension when the dest origin is 0. But if the origin for, say, x, is nonzero, the result is still scaled correctly but looks like (?) it’s translated to something near zero on that axis anyways– turns out it’s not exactly the same as if dest.x were zero.

Can someone point out something obvious I’m missing?

Thanks!

FINAL UPDATE Per Bahbar’s and Marcus’s answers below, I did some more experimentation and solved this. Adam Bowen’s comment was the tip off. I was missing two critical facts:

  1. I needed to be scaling around the center of the geometry I cared about.
  2. I needed to apply the transforms in the opposite order of the intuition (for me).

The first is kind of obvious in retrospect. But for the latter, for other good programmers/bad mathematicians like me: Turns out my intuition was operating in what the Red Book calls a “Grand, Fixed Coordinate System”, in which there is an absolute plane, and your geometry moves around on that plane using transforms. This is OK, but given the nature of the math behind stacking multiple transforms into one matrix, it’s the opposite of how things really work (see answers below or Red Book for more). Basically, the transforms are “applied” in “reverse order” to how they appear in code. Here’s the final working solution:

// source and dest are arbitrary rectangles.
float scaleX = dest.width / source.width;
float scaleY = dest.height / source.height;
Point sourceCenter = centerPointOfRect(source);
Point destCenter = centerPointOfRect(dest);

glTranslatef(destCenter.x, destCenter.y, 0.0);
glScalef(scaleX, scaleY, 0.0);
glTranslatef(sourceCenter.x * -1.0, sourceCenter.y * -1.0, 0.0);
// Draw geometry in question with its normal verts.
  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-13T16:14:18+00:00Added an answer on May 13, 2026 at 4:14 pm

    In OpenGL, matrices you specify are multiplied to the right of the existing matrix, and the vertex is on the far right of the expression.

    Thus, the last operation you specify are in the coordinate system of the geometry itself.
    (The first is usually the view transform, i.e. inverse of your camera’s to-world transform.)

    Bahbar makes a good point that you need to consider the center point for scaling. (or the pivot point for rotations.) Usually you translate there, rotate/scale, then translate back. (or in general, apply basis transform, the operation, then the inverse). This is called Change of Basis, which you might want to read up on.

    Anyway, to get some intuition about how it works, try with some simple values (zero, etc) then alter them slightly (perhaps an animation) and see what happens with the output. Then it’s much easier to see what your transforms are actually doing to your geometry.

    Update

    That the order is “reversed” w.r.t. intuition is rather common among beginner OpenGL-coders. I’ve been tutoring a computer graphics course and many react in a similar manner. It becomes easier to think about how OpenGL does it if you consider the use of pushmatrix/popmatrix while rendering a tree (scene-graph) of transforms and geometries. Then the current order-of-things becomes rather natural, and the opposite would make it rather difficult to get anything useful done.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

i got an object with contents of html markup in it, for example: string
I have just tried to save a simple *.rtf file with some websites and
I've got a string that has curly quotes in it. I'd like to replace
I want to count how many characters a certain string has in PHP, but
link Im having trouble converting the html entites into html characters, (&# 8217;) i
I'm parsing an RSS feed that has an ’ in it. SimpleXML turns this
I have some data like this: 1 2 3 4 5 9 2 6
i want to parse a xhtml file and display in UITableView. what is the
I have a JSP page retrieving data and when single or double quotes are
Seemingly simple, but I cannot find anything relevant on the web. What is the

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.