Get camera inside my skybox
So I am working on a homework assignment and I have managed to create my skybox and it looks correct, the only problem is that my camera is outside the skybox.
I tried the command gluLookAt thinking maybe that would focus me into the box, but it didn't work. Here's the code that I have now. If anyone could let me know what I'm doing wrong it would be greatly appreciated:
gluLookAt(
0,0,0,
0,0,0
0,1,0);
glPushMatrix();
//load identity matrix
glLoadIdentity();
//update x, y and z rotation directions
glRotatef(currentRotation[1], 1.0, 0.0, 0.0); //x rotation
glRotatef(currentRotation[2], 0.0, 1.0, 0.0); //y rotation
glRotatef(currentRotation[3], 0.0, 0.0, 1.0); //z rotation
/*
//update scale of display
glScalef(currentScaling[1],
currentScaling[2],
currentScaling[3]);*/
//translate the image
glTranslatef(currentTranslation[1],
currentTranslation[2],
currentTranslation[3]);
/* Clear buffers */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D); // Enable texturing from now on
//front quadrant
glBindTexture(GL_TEXTURE_2D,frontTextureId); // select which texture to use
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(1.0 ,0.0); glVertex3f(-0.5, 0.5, 0.5);
glTexCoord2f(0.0 ,0.0); glVertex3f(0.5, 0.5, 0.5);
glTexCoord2f(0.0 ,1.0); glVertex3f(0.5, 0.5, -0.5);
glTexCoord2f(1.0 ,1.0); glVertex3f(-0.5, 0.5, -0.5);
glEnd();
//left quadrant
glBindTexture(GL_TEXTURE_2D, leftTextureId);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-0.5, 0.5, -0.5);
glTexCoord2f(1.0, 1.0); glVertex3f(-0.5, -0.5, -0.5);
glTexCoord2f(1.0, 0.0); glVertex3f(-0.5, -0.5, 0.5);
glTexCoord2f(0.0, 0.0); glVertex3f(-0.5, 0.5, 0.5);
glEnd();
//back quadrant
glBindTexture(GL_TEXTURE_2D, backTextureId);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(1.0, 1.0); glVertex3f(0.5, -0.5, -0.5);
glTexCoord2f(1.0, 0.0); glVertex3f(0.5, -0.5, 0.5);
glTexCoord2f(0.0, 0.0); glVertex3f(-0.5, -0.5, 0.5);
glTexCoord2f(0.0, 1.0); glVertex3f(-0.5, -0.5, -开发者_开发百科0.5);
glEnd();
//right quadrant
glBindTexture(GL_TEXTURE_2D, rightTextureId);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(1.0, 1.0); glVertex3f(0.5, 0.5, -0.5);
glTexCoord2f(1.0, 0.0); glVertex3f(0.5, 0.5, 0.5);
glTexCoord2f(0.0, 0.0); glVertex3f(0.5, -0.5, 0.5);
glTexCoord2f(0.0, 1.0); glVertex3f(0.5, -0.5, -0.5);
glEnd();
//up quadrant
glBindTexture(GL_TEXTURE_2D, upTextureId);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(0.0, 0.0); glVertex3f(-0.5, -0.5, 0.5);
glTexCoord2f(1.0, 0.0); glVertex3f(-0.5, 0.5, 0.5);
glTexCoord2f(1.0, 1.0); glVertex3f(0.5, 0.5, 0.5);
glTexCoord2f(0.0, 1.0); glVertex3f(0.5, -0.5, 0.5);
glEnd();
//down quadrant
glBindTexture(GL_TEXTURE_2D, downTextureId);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(0.0, 0.0); glVertex3f(-0.5, -0.5, -0.5);
glTexCoord2f(0.0, 1.0); glVertex3f(-0.5, 0.5, -0.5);
glTexCoord2f(1.0, 1.0); glVertex3f(0.5, 0.5, -0.5);
glTexCoord2f(1.0, 0.0); glVertex3f(0.5, -0.5, -0.5);
glEnd();
Thank you for any help you can provide!
I think your problem is in the glulookat
try with this values
gluLookAt(0.0, 0.0 , 2.0 ,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
Few problems at a glance: gluLookAt arguments: first three are camera position, next three are camera target - should not be the same, camera must have valid direction vector. Next, your skybox is only 1.0 unit size - make it bigger. Use a constant instead of 0.5 everywhere, that way you can control it in one place.
Well you do have a glTranslate()
call in there, so unless you're passing it zeros, that's probably why you're not in the box.
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