Is this order correct "gl_Position = vec4(in_vertex,1. It's all drawing correctly proportional, however the camera is still rotating around the world, instead of the world around the "camera". The problem I am having now is it seems the camera is looking at a fixed point on a map and rotating around it as oppose to the world rotating around the camera. Turns out I had the World drawing upside-down and since it was drawing Ortho I couldn't relaise it until I flipped it overĪlso I had an invalid rotation matrix. I will calculate this on the C++ side and pass it to the shader, however I want to at-least see it working first
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#OPENGL 3.3 TUTORIALS HOW TO#
Gl_Position = vec4(((in_vertex+map-pLoc)*yRot*zRot)*scale,1.0) Īs far as how to make these matricies, is this close? _Loc is the location of the 3d models that make the world there is a model every 16 increments. New Routine based on moving the world around the player Location of the player within the current 16x16x16 space I thought about trying moving the world around the player, but this isn't working too well either. Gl_Position = vec4((in_vertex+trans)*rot*rotZ*scale,1.0) Scale to fit in the -1 to 1 screen space
#OPENGL 3.3 TUTORIALS CODE#
La licence utilisée pour ce code est 'DO WHAT THE FUCK YOU WANT TO PUBLIC LICENCE', soit, elle vous permet de faire tout ce que vous voulez. Vous pouvez aussi retrouver le code source sur Google Code. Vec3(Đ.0, sin(3.14/8.0f), cos(3.14/8.0f) ) Vous pouvez télécharger le code source des tutoriels : Pour OpenGL 3.3 (la version normale) Pour OpenGL 2.1 (le portage OpenGL 2.1 (pour des raisons de compatibilité)). I need it to be instead drawn from the Players viewpoint. It currently draws the world at a 45degree angle rotating around the Z (up) axis.
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I still am unsure how to implement this, or if this is the correct way to do this. I think teaching it like this creates an ever greater gap between OpenGL 1.2 and OpenGL 3.3. It would be way better if instead of talking about for ex, moving the camera to (0,0,5) instead translating the world -5 units on the z axis. It always causes trouble and standard translates and rotates aren't really that difficult to understand.) (As an aside: I really wish tutorials would stop teaching the camera analogy.