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Solar system Help

This is a discussion on Solar system Help within the C++ Programming forums, part of the General Programming Boards category; Hello everybody, I want to ask help for a project I make. I have made a complete solar system with ...

  1. #1
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    Join Date
    Apr 2013
    Location
    Brasov, Romania, Romania
    Posts
    6

    Solar system Help

    Hello everybody,
    I want to ask help for a project I make.
    I have made a complete solar system with key action for zoom in zoom out, moving along x,y,z axes on plus or minus and going up/down/right/left.
    I am now in a bit of a dilemma.
    I want to add a text window ( i have made my project in visual studio 2010 in win32 console application) where to put a text like a description of each planet to apear when i hit the left mouse button.
    E.g. When i click with the left mouse button the venus planet I want a description to apear in my text window.
    However I don't know how to put make a text window and how to correctly define the picking methods... for now everywhere i hit the mouse button it appears in to the console that i hit the sun.
    Please help me!
    Thanks in advance.

  2. #2
    Registered User
    Join Date
    Mar 2012
    Posts
    4
    Did you use a library for graphics and mouse input? If so, it would be helpful to know which.

  3. #3
    Registered User
    Join Date
    Apr 2013
    Location
    Brasov, Romania, Romania
    Posts
    6
    Here i post my code so that you could me in a better position to help me:
    Code:
    
    #include "SolarSystem.h"
    
    
    #include "windows.h"
    #include <stdio.h>
    #include <stdlib.h>
    #include<iostream>
    using namespace std;
    #include <gl/glut.h>
    #include <GL/glu.h>
    #include <gl/GL.h>
    #include <math.h>
    
    
    // Valori lumina
    GLfloat  whiteLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };
    GLfloat  sourceLight[] = { 0.8f, 0.8f, 0.8f, 1.0f };
    GLfloat	 lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
    
    
    //verificare pt incarcare texturi doar o data
    bool texturesCreated = false;
    
    
    //texturi
    GLuint sunTexture;
    GLuint mercuryTexture;
    GLuint venusTexture;
    GLuint earthTexture;
    GLuint moonTexture;
    GLuint marsTexture;
    GLuint jupiterTexture;
    GLuint saturnTexture;
    GLuint uranusTexture;
    GLuint neptuneTexture;
    GLuint plutoTexture;
    GLuint starsTexture;
    
    
    //pozitia si rotatia soarelui
    GLfloat fSunX = 0.0f;
    GLfloat fSunY = 0.0f;
    GLfloat fSunZ = -300.0f;
    GLfloat fCamX = 0.0f;
    GLfloat fCamY = 0.0f;
    GLfloat fCamZ = 0.0f;
    GLfloat fSunRotX = 0.0f;
    GLfloat fSunRotY = 0.0f;
    GLfloat fSunRotZ = 0.0f;
    
    
    //definitii functii
    void keyDown(unsigned char, int, int);
    unsigned char *LoadBmp(char *fn, int *wi, int *hi);
    void GenerateTextures(char *, int);
    void InitialiseTextures(void);
    
    
    
    
    void gl_init(int w, int h);
    void gl_select(int x, int y);
    void mouseClick();
    void mousedw(int x, int y, int but);
    void list_hits(GLint hits, GLuint *names);
    
    
    
    
    //definitii pt click
    #define Sun 1
    #define Mercur 2
    #define Venus 3
    #define Terra 4
    #define Moon 5
    #define Marte 6
    #define Jupiter 7
    #define Saturn 8
    #define Uranus 9
    #define Pluto 10
    #define Neptun 11
    #define MAXSELECT 100
    #define BUFSIZE 512
    
    
    
    
    #define SW 450
    #define SH 450
    
    
    
    
    GLuint selectBuf[BUFSIZE];
    GLuint buf_selectie[MAXSELECT];
    GLint windH;
    GLint viewport [4];
    
    
    // Scena
    void RenderScene(void)
    {
    	//picking initializare stiva
    	glInitNames();
    
    
    
    
    
    
    
    
    
    
    	GLUquadricObj* pObj;
    	// Unghiul de revolutie al planetelor
    	static float fMoonRot = 0.0f;
    	static float fEarthRot = 0.0f;
    	static float fMercuryRot = 0.0f;
    	static float fVenusRot = 0.0f;
    	static float fMarsRot = 0.0f;
    	static float fJupiterRot = 0.0f;
    	static float fSaturnRot = 0.0f;
    	static float fUranusRot = 0.0f;
    	static float fNeptuneRot = 0.0f;
    	static float fPlutoRot = 0.0f;
    
    
    	// 
    	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    
    	//Salvarea matricii cu stari 
    	glMatrixMode(GL_MODELVIEW);
    	glPushMatrix();
    
    
    
    
    	// translatarea scenei in functie de soare
    	glTranslatef(fSunX, fSunY, fSunZ);	
    
    
    	// Soare
    	glDisable(GL_LIGHTING);
    
    
    	pObj = gluNewQuadric(); //creare obiecte cuadrice pt pObj
    	gluQuadricTexture(pObj,GL_TRUE);
    
    
    	glEnable(GL_TEXTURE_2D);
    	glBindTexture(GL_TEXTURE_2D, sunTexture); //setare textura soare
    
    
    	//Rotatia soarelui in jurul axei sale
    	glRotatef(fSunRotX, 1.0f, 0.0f, 0.0f); //rotatie soare in jurul axei x
    	glRotatef(fSunRotY, 0.0f, 1.0f, 0.0f); //rotatie soare in jurul axei y
    	glRotatef(fSunRotZ, 0.0f, 0.0f, 1.0f); //rotatie soare in jurul axei z
    	glLoadName(Sun);
    	gluSphere(pObj, 33.0f, 30, 17); //draw sphere for the sun
    	glDisable(GL_TEXTURE_2D);
    
    
    	gluDeleteQuadric(pObj); //eliberare obiect pObj
    
    
    	glEnable(GL_LIGHTING);
    
    
    	// mutarea luminii la pozitia soareui
    	glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
    
    
    #pragma region skybox
    
    
    	// memorare matrice currenta
    	glPushMatrix();
    
    
    
    
    
    
    	glPushAttrib(GL_ENABLE_BIT);
    	glEnable(GL_TEXTURE_2D);
    
    
    
    
    	glColor4f(1,1,1,1);
    	GLfloat val = 450.0f;
    
    
    	// Render the front quad
    	glBindTexture(GL_TEXTURE_2D, starsTexture);
    	glBegin(GL_QUADS); 
    	glTexCoord2f(0, 0); glVertex3f(val, -val, val);
    	glTexCoord2f(1, 0); glVertex3f(-val, -val, val);
    	glTexCoord2f(1, 1); glVertex3f(-val, val, val);
    	glTexCoord2f(0, 1); glVertex3f(val, val, val);
    	glEnd();
    
    
    	// Render the left quad
    	glBindTexture(GL_TEXTURE_2D, starsTexture);
    	glBegin(GL_QUADS);
    	glTexCoord2f(0, 0); glVertex3f(val, -val, -val);
    	glTexCoord2f(1, 0); glVertex3f(val, -val, val);
    	glTexCoord2f(1, 1); glVertex3f(val, val, val);
    	glTexCoord2f(0, 1); glVertex3f(val, val, -val);
    	glEnd();
    
    
    	// Render the back quad
    	glBindTexture(GL_TEXTURE_2D, starsTexture);
    	glBegin(GL_QUADS);
    	glTexCoord2f(0, 0); glVertex3f(-val, -val, -val);
    	glTexCoord2f(1, 0); glVertex3f(val, -val, -val);
    	glTexCoord2f(1, 1); glVertex3f(val, val, -val);
    	glTexCoord2f(0, 1); glVertex3f(-val, val, -val);
    
    
    	glEnd();
    
    
    	// Render the right quad
    	glBindTexture(GL_TEXTURE_2D, starsTexture);
    	glBegin(GL_QUADS);
    	glTexCoord2f(0, 0); glVertex3f(-val, val, -val);
    	glTexCoord2f(1, 0); glVertex3f(-val, val, val);
    	glTexCoord2f(1, 1); glVertex3f(-val, -val, val);
    	glTexCoord2f(0, 1); glVertex3f(-val, -val, -val);
    	glEnd();
    
    
    	// Render the top quad
    	glBindTexture(GL_TEXTURE_2D, starsTexture);
    	glBegin(GL_QUADS);
    	glTexCoord2f(0, 0); glVertex3f(val, val, -val);
    	glTexCoord2f(1, 0); glVertex3f(val, val, val);
    	glTexCoord2f(1, 1); glVertex3f(-val, val, val);
    	glTexCoord2f(0, 1); glVertex3f(-val, val, -val);
    	glEnd();
    
    
    	// Render the bottom quad
    	glBindTexture(GL_TEXTURE_2D, starsTexture);
    	glBegin(GL_QUADS);
    	glTexCoord2f(0, 0); glVertex3f(-val, -val, -val);
    	glTexCoord2f(1, 0); glVertex3f(-val, -val, val);
    	glTexCoord2f(1, 1); glVertex3f(val, -val, val);
    	glTexCoord2f(0, 1); glVertex3f(val, -val, -val);
    	glEnd();
    
    
    	// Resetare matrice
    	glPopAttrib();
    	glPopMatrix();
    
    
    #pragma endregion
    
    
    #pragma region mercury 
    
    
    	//Mercur
    	glPushMatrix(); //salvare matrice
    
    
    	pObj = gluNewQuadric();
    	gluQuadricTexture(pObj,GL_TRUE);
    
    
    	glEnable(GL_TEXTURE_2D);
    	glBindTexture(GL_TEXTURE_2D, mercuryTexture); //setare textura mercur
    
    
    	//coord de rotatie pt mercur
    	glRotatef(fMercuryRot, 0.0f, 2.0f, 0.3f);
    
    
    	//desenare Mercur
    	glTranslatef(45.0f,-15.0f,0.0f); //mutare mercur la distanta de soare
    	glRotatef(270.0f, 1.0f, 0.0f, 0.0f); //rotire
    	glRotatef(fMercuryRot * 3, 0.0f, 0.0f, 1.0f); //rotatie in jurul axei sale
    	glLoadName(Mercur);
    	gluSphere(pObj, 8.0f, 30, 17); //desenare sfera
    	glDisable(GL_TEXTURE_2D);
    
    
    	gluDeleteQuadric(pObj);
    
    
    	//viteza de rotatie
    	fMercuryRot += 20.0f;
    	//resetare rotatie
    	if(fMercuryRot >= 360.0f)
    		fMercuryRot = 0.0f;
    
    
    	glPopMatrix(); //resetare matrice
    
    
    #pragma endregion
    
    
    #pragma region venus
    	//Venus
    	glPushMatrix(); //salvare matrice
    
    
    	pObj = gluNewQuadric();
    	gluQuadricTexture(pObj,GL_TRUE);
    
    
    	glEnable(GL_TEXTURE_2D);
    	glBindTexture(GL_TEXTURE_2D, venusTexture); //setare textura venus
    
    
    	//coord de rotire pt venus
    	glRotatef(fVenusRot, 0.0f, 1.0f, 0.0f);
    
    
    	//Desenare Venus
    	glTranslatef(65.0f,0.0f,0.0f); //mutare venus la distanta de soare
    	glRotatef(270.0f, 1.0f, 0.0f, 0.0f); //rotire
    	glRotatef(fVenusRot * 3, 0.0f, 0.0f, 1.0f); //rotatie in jurul axei sale
    	glLoadName(Venus);
    	gluSphere(pObj, 14.0f, 30, 17); //desenare sfera pt venus
    	glDisable(GL_TEXTURE_2D);
    
    
    	gluDeleteQuadric(pObj); 
    
    
    	//viteza rotire
    	fVenusRot += 10.0f;
    	//resetare rotire
    	if(fVenusRot >= 360.0f)
    		fVenusRot = 0.0f;
    
    
    
    
    	glPopMatrix();
    
    
    #pragma endregion
    
    
    #pragma region marte
    	//Marte
    	glPushMatrix();
    
    
    	pObj = gluNewQuadric();
    	gluQuadricTexture(pObj,GL_TRUE);
    
    
    	glEnable(GL_TEXTURE_2D);
    	glBindTexture(GL_TEXTURE_2D, marsTexture); //setare textura marte
    
    
    	//coord de rotire pt marte
    	glRotatef(fMarsRot, 0.0f, 1.0f, 0.3f);
    
    
    	//desenare marte
    	glTranslatef(130.0f,0.0f,0.0f); //pozitionare marte la distanta de soare
    	glRotatef(270.0f, 1.0f, 0.0f, 0.0f); //rotatie 
    	glRotatef(fMarsRot * 3, 0.0f, 0.0f, 1.0f); //rotatie in jurul axei sale
    	glLoadName(Marte);
    	gluSphere(pObj, 7.0f, 30, 17); //desenare sfera
    	glDisable(GL_TEXTURE_2D);
    
    
    	gluDeleteQuadric(pObj);
    
    
    	//viteza rotatie
    	fMarsRot += 4.0f;
    	//resetare rotatie
    	if(fMarsRot >= 360.0f)
    		fMarsRot = 0.0f;
    
    
    
    
    	glPopMatrix();
    
    
    #pragma endregion
    
    
    #pragma region jupiter
    	//Jupiter
    	glPushMatrix(); 
    
    
    	pObj = gluNewQuadric();
    	gluQuadricTexture(pObj,GL_TRUE);
    
    
    	glEnable(GL_TEXTURE_2D);
    	glBindTexture(GL_TEXTURE_2D, jupiterTexture); //setare textura jupiter
    
    
    	//coord de rotire pt jupiter
    	glRotatef(fJupiterRot, 0.0f, 1.0f, -0.3f);
    
    
    	//Desenare Jupiter
    	glTranslatef(200.0f,0.0f,0.0f); //pozitionare jupiter la distanta de soare
    	glRotatef(270.0f, 1.0f, 0.0f, 0.0f); //rotatie 
    	glRotatef(fJupiterRot * 3, 0.0f, 0.0f, 1.0f); //rotatie in jurul axei sale
    	glLoadName(Jupiter);
    	gluSphere(pObj, 22.0f, 30, 17); //desenare sfera
    	glDisable(GL_TEXTURE_2D);
    
    
    	gluDeleteQuadric(pObj); 
    
    
    	//setare viteza de rotatie 
    	fJupiterRot += 2.0f;
    	//resetare rotatie
    	if(fJupiterRot >= 360.0f)
    		fJupiterRot = 0.0f;
    
    
    
    
    	glPopMatrix();
    
    
    #pragma endregion
    
    
    #pragma region saturn
    	//Saturn
    	glPushMatrix(); 
    
    
    	pObj = gluNewQuadric();
    	gluQuadricTexture(pObj,GL_TRUE);
    
    
    	glEnable(GL_TEXTURE_2D);
    	glBindTexture(GL_TEXTURE_2D, saturnTexture); //setare textura Saturn
    
    
    	//Coord de rotire pt Saturn
    	glRotatef(fSaturnRot, 0.0f, 0.8f, -0.2f);
    
    
    	//Desenare Saturn
    	glTranslatef(245.0f,0.0f,0.0f); //setare pozitie Saturn la distanta de soare
    	glRotatef(270.0f, 1.0f, 0.0f, 0.0f); //Rotatie
    	glRotatef(fSaturnRot * 3, 0.0f, 0.0f, 1.0f); //rotatie in jurul axei sale
    	glLoadName(Saturn);
    	gluSphere(pObj, 20.0f, 30, 17); //desenare sfera
    	glDisable(GL_TEXTURE_2D);
    
    
    	gluDeleteQuadric(pObj); 
    
    
    	//viteza rotatie
    	fSaturnRot += 1.5f;
    	//resetare rotatie
    	if(fSaturnRot >= 360.0f)
    		fSaturnRot = 0.0f;
    
    
    	glPopMatrix();
    
    
    #pragma endregion
    
    
    #pragma region uranus
    	//Uranus
    	glPushMatrix();
    
    
    	pObj = gluNewQuadric();
    	gluQuadricTexture(pObj,GL_TRUE);
    
    
    	glEnable(GL_TEXTURE_2D);
    	glBindTexture(GL_TEXTURE_2D, uranusTexture); //setare textura pt Uranus
    
    
    	//coord de rotire pt Uranus
    	glRotatef(fUranusRot, 0.0f, 0.8f, 0.2f);
    
    
    	//Desenare Uranus
    	glTranslatef(285.0f,0.0f,0.0f); //pozitionare Uranus la distanta de soare
    	glRotatef(270.0f, 1.0f, 0.0f, 0.0f); //rotatie 
    	glRotatef(fUranusRot * 3, 0.0f, 0.0f, 1.0f); //rotatie in jurul axei sale
    	glLoadName(Uranus);
    	gluSphere(pObj, 10.0f, 30, 17); //desenare sfera
    	glDisable(GL_TEXTURE_2D);
    
    
    	gluDeleteQuadric(pObj); 
    
    
    	//viteza de rotatie
    	fUranusRot += 1.0f;
    	//resetare rotatie
    	if(fUranusRot >= 360.0f)
    		fUranusRot = 0.0f;
    
    
    
    
    	glPopMatrix();
    
    
    #pragma endregion
    
    
    #pragma region neptun
    	//Neptun
    	glPushMatrix();
    
    
    	pObj = gluNewQuadric();
    	gluQuadricTexture(pObj,GL_TRUE);
    
    
    	glEnable(GL_TEXTURE_2D);
    	glBindTexture(GL_TEXTURE_2D, neptuneTexture); //setare textura pt neptun
    
    
    	//coord de rotatie pt neptun
    	glRotatef(fNeptuneRot, 0.0f, 0.8f, 0.2f);
    
    
    	//Desenare Neptune
    	glTranslatef(315.0f,0.0f,0.0f); //setare pozitie la distanta de soare
    	glRotatef(270.0f, 1.0f, 0.0f, 0.0f); //rotire 
    	glRotatef(fNeptuneRot * 3, 0.0f, 0.0f, 1.0f); //rotatie in jurul axei sale
    	glLoadName(Neptun);
    	gluSphere(pObj, 12.0f, 30, 17); //desenare sfera pt neptun
    	glDisable(GL_TEXTURE_2D);
    
    
    	gluDeleteQuadric(pObj); 
    
    
    	//viteza de rotatie
    	fNeptuneRot += 0.6f;
    	//resetare rotatie
    	if(fNeptuneRot >= 360.0f)
    		fNeptuneRot = 0.0f;
    
    
    
    
    	glPopMatrix();
    
    
    #pragma endregion
    
    
    #pragma region pluto
    	//Pluto
    	glPushMatrix(); 
    
    
    	pObj = gluNewQuadric();
    	gluQuadricTexture(pObj,GL_TRUE);
    
    
    	glEnable(GL_TEXTURE_2D);
    	glBindTexture(GL_TEXTURE_2D, plutoTexture); //setare textura pt pluto
    
    
    	//coord de rotatie pt Pluto
    	glRotatef(fPlutoRot, 0.0f, 0.8f, 0.2f);
    
    
    	//Desenare Pluto
    	glTranslatef(350.0f,0.0f,0.0f); //setare la distanta de soare
    	glRotatef(270.0f, 1.0f, 0.0f, 0.0f); //rotatie 
    	glRotatef(fPlutoRot * 3, 0.0f, 0.0f, 1.0f); //rotatie in jurul axei sale
    	glLoadName(Pluto);
    	gluSphere(pObj, 12.0f, 30, 17); //desenare sfera
    	glDisable(GL_TEXTURE_2D);
    
    
    	gluDeleteQuadric(pObj); 
    
    
    	//viteza de rotatie
    	fPlutoRot += 0.2f;
    	//
    	if(fPlutoRot >= 360.0f)
    		fPlutoRot = 0.0f;
    
    
    
    
    	glPopMatrix();
    
    
    #pragma endregion
    
    
    #pragma region Terra
    	//Pamant
    	glPushMatrix();
    
    
    	pObj = gluNewQuadric();
    	gluQuadricTexture(pObj,GL_TRUE);
    
    
    	glEnable(GL_TEXTURE_2D);
    	glBindTexture(GL_TEXTURE_2D, earthTexture);//setare textura
    
    
    	// coord de rotire pt pamant
    	glRotatef(fEarthRot, 0.0f, 1.0f, 0.0f); //rotatie in jurul soarelui
    
    
    	// Desenare Terra
    	glTranslatef(100.0f,0.0f,0.0f); //setare distanta de soare
    	glRotatef(270.0f, 1.0f, 0.0f, 0.0f); //rotire
    	glRotatef(fEarthRot * 3, 0.0f, 0.0f, 1.0f); //rotire in jurul axei sale
    	glLoadName(Terra);
    	gluSphere(pObj, 16.0f, 30, 17); //desenare sfera
    	glDisable(GL_TEXTURE_2D);
    
    
    	gluDeleteQuadric(pObj); 
    
    
    #pragma region earthMoon
    	// Desenare Luna
    	pObj = gluNewQuadric();
    	gluQuadricTexture(pObj,GL_TRUE);
    
    
    	glEnable(GL_TEXTURE_2D);
    	glBindTexture(GL_TEXTURE_2D, moonTexture); //setare textura Luna
    	glRotatef(fMoonRot,0.0f, 0.0f, 1.0f); //rotire luna in jurul pamantului
    	glTranslatef(25.0f, 0.0f, 0.0f); //distanta fata de pamant
    	glRotatef(270.0f, 1.0f, 0.0f, 0.0f); //rotire
    	glRotatef(fMoonRot * 3, 0.0f, 0.0f, 1.0f); //rotire in jurul axei sale
    
    
    	//viteza de rotatie
    	fMoonRot+= 15.0f;
    	//
    	if(fMoonRot >= 360.0f)
    		fMoonRot = 0.0f;
    	glLoadName(Moon);
    	gluSphere(pObj, 4.0f, 30, 17); //desenare sfera pt luna
    	glDisable(GL_TEXTURE_2D);
    
    
    	gluDeleteQuadric(pObj);
    
    
    	glPopMatrix();	
    #pragma endregion
    
    
    
    
    	//viteza de rotire a pamantului
    	fEarthRot += 5.0f;
    	//
    	if(fEarthRot >= 360.0f)
    		fEarthRot = 0.0f;
    
    
    	glPopMatrix();	// 
    
    
    #pragma endregion
    
    
    	// Show  image
    	glutSwapBuffers();
    
    
    }
    
    
    
    
    
    
    void SetupRC()
    {
    	//valoare si coord lumina
    	glEnable(GL_DEPTH_TEST);	// 
    	glFrontFace(GL_CCW);		// invers acelor de ceasornic (pt sfere)
    	glEnable(GL_CULL_FACE);		//
    
    
    	// on lumina
    	glEnable(GL_LIGHTING);
    
    
    	// setare lumina
    	glLightModelfv(GL_LIGHT_MODEL_AMBIENT,whiteLight);
    
    
    	glLightfv(GL_LIGHT0,GL_AMBIENT_AND_DIFFUSE,sourceLight);
    	glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
    	glEnable(GL_LIGHT0);
    
    
    	//
    	glEnable(GL_COLOR_MATERIAL);
    
    
    	// 
    	glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
    
    
    	// setare background negru
    	glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
    }
    
    
    void TimerFunc(int value)
    {
    	glutPostRedisplay();
    	glutTimerFunc(100, TimerFunc, 1);
    }
    
    
    //posibilitate de minimizare si maximizare de catre user
    void ChangeSize(int w, int h)
    {
    	GLfloat fAspect;
    
    
    	// 
    	if(h == 0)
    		h = 1;
    
    
    	// setare vedere in functie de marimea ferestrei
    	glViewport(0, 0, w, h);
    
    
    	// aspect in functie de marimea ferestrei
    	fAspect = (GLfloat)w/(GLfloat)h;
    
    
    	//  setare coord pt ferestra
    	glMatrixMode(GL_PROJECTION);
    	glLoadIdentity();
    
    
    	// modul de vizionare
    	gluPerspective(45.0f, fAspect, 1.0, 1600.0);
    
    
    	// 
    	glMatrixMode(GL_MODELVIEW);
    	glLoadIdentity();
    }
    
    
    
    
    void gl_init(int w, int h)
    {
    	glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
    	glViewport(0, 0, w, h);
    
    
    	glMatrixMode(GL_PROJECTION);
    	glLoadIdentity();
    
    
    	gluPerspective(60.0, 1.0, 0.0001, 1000.0);
    
    
    	glMatrixMode(GL_MODELVIEW);
    }
    
    
    void list_hits(GLint hits, GLuint *names)
    {
    
    
    
    
    	printf("%d hits:\n", hits);
    	
    	switch(hits)
    	{
    
    
    	case Mercur:
    		cout<<"Ati selectat Planeta Mercur"<<endl;
    		break;
    	case Sun:
    		cout<<"Ati selectat Soarele"<<endl;
    		break;
    	case Saturn:
    		cout<<"Ati selectat Planeta Saturn"<<endl;
    		break;
    	case Neptun:
    		cout<<"Ati selectat Planeta Neptun"<<endl;
    		break;
    	case Uranus:
    		cout<<"Ati selectat Planeta Uranus"<<endl;
    		break;
    	case Jupiter:
    		cout<<"Ati selectat Planeta Jupiter"<<endl;
    		break;
    	case Marte:
    		cout<<"Ati selectat Planeta Marte"<<endl;
    		break;
    	case Venus:
    		cout<<"Ati selectat Planeta Venus"<<endl;
    		break;
    	case Pluto:
    		cout<<"Ati selectat Planeta Pluto"<<endl;
    		break;
    	case Terra:
    		cout<<"Ati selectat Planeta Pamant"<<endl;
    		break;
    	case Moon:
    		cout<<"Ati selectat Luna"<<endl;
    		break;
    	default:
    		cout<<"Nu ati selectat nimic"<<endl;
    		break;
    
    
    	}
    
    
    }
    
    
    void gl_select(int x, int y)
    {
    	GLuint buff[64] = {0};
    	GLint hits, view[4];
    	
    	/*
    	This choose the buffer where store the values for the selection data
    	*/
    	glSelectBuffer(64, buff);
    
    
    	/*
    	This retrieve info about the viewport
    	*/
    	glGetIntegerv(GL_VIEWPORT, view);
    
    
    	/*
    	Switching in selecton mode
    	*/
    	glRenderMode(GL_SELECT);
    
    
    	/*
    	Clearing the name's stack
    	This stack contains all the info about the objects
    	*/
    	glInitNames();
    
    
    	/*
    	Now fill the stack with one element (or glLoadName will generate an error)
    	*/
    	glLoadName(0);
    
    
    	/*
    	Now modify the vieving volume, restricting selection area around the cursor
    	*/
    	glMatrixMode(GL_PROJECTION);
    	glPushMatrix();
    	glLoadIdentity();
    
    
    	/*
    	restrict the draw to an area around the cursor
    	*/
    	gluPickMatrix(x, y, 0.2, 0.2, view);
    	gluPerspective(60, 0.5, 0.0001, 1000.0);
    
    
    	/*
    	Draw the objects onto the screen
    	*/
    	glMatrixMode(GL_MODELVIEW);
    
    
    	/*
    	draw only the names in the stack, and fill the array
    	*/
    	glutSwapBuffers();
    	RenderScene();
    
    
    	/*
    	Do you remeber? We do pushMatrix in PROJECTION mode
    	*/
    	glMatrixMode(GL_PROJECTION);
    	glPopMatrix();
    
    
    	/*
    	get number of objects drawed in that area
    	and return to render mode
    	*/
    	hits = glRenderMode(GL_RENDER);
    
    
    	/*
    	Print a list of the objects
    	*/
    	list_hits(hits, buff);
    
    
    	/*
    	uncomment this to show the whole buffer
    	* /
    	gl_selall(hits, buff);
    	*/
    
    
    	glMatrixMode(GL_MODELVIEW);
    }
    
    
    void mousedw(int x, int y, int but)
    {
    	printf("Mouse button %d pressed at %d %d\n", but, x, y);
    	gl_select(x,SH-y); //Important: gl (0,0) ist bottom left but window coords (0,0) are top left so we have to change this!
    }
    
    
    
    
    void mouseClick(int button, int state, int x, int y)
    {
    	if 	((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
    	{
    		mousedw(x, y, button);
    	}
    }
    
    
    
    
    
    
    int main(int argc, char* argv[])
    {
    	glutInit(&argc, argv);
    	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    	///glutInitWindowSize(1000, 600);
    	glutInitWindowSize(SW, SH);
    	glutInitWindowPosition(0, 0);
    	glutCreateWindow("Solar System"); //numele ferestrei
    	glutReshapeFunc(ChangeSize);
    	glutDisplayFunc(RenderScene);
    	glutKeyboardFunc(keyDown); //pt taste
    	//INREGISTRARIILE FUNCTIILOR PT MOUSE
    	glutMouseFunc(mouseClick);
    	//	glutMouseFunc(mouse);
    	gl_init(SW, SH);
    
    
    
    
    	glutTimerFunc(250, TimerFunc, 1);
    	SetupRC();
    	//verificare textura
    	if (texturesCreated == false)
    	{
    		InitialiseTextures();
    		texturesCreated = true; //
    	}
    	glutMainLoop();
    
    
    	return 0;
    }
    
    
    //controale
    void keyDown(unsigned char key, int x, int y) 
    {
    	//Moves the camera to the right
    	if (key == 'A' || key == 'a')
    	{
    		fSunX += 3.0f;
    		fCamX += -3.0f;
    	}
    	//Moves the camera to the left
    	if (key == 'D' || key == 'd')
    	{
    		fSunX += -3.0f;
    		fCamX += 3.0f;
    	}
    	//Moves the camera up
    	if (key == 'W' || key == 'w')
    	{
    		fSunY += -3.0f;
    		fCamY += 3.0f;
    	}
    	//Moves the camera down
    	if (key == 'S' || key == 's')
    	{
    		fSunY += 3.0f;
    		fCamY += -3.0f;
    	}
    	//Zooms the camera out
    	if (key == 'X' || key == 'x')
    	{
    		fSunZ += -3.0f;
    		fCamZ += 3.0f;
    	}
    	//Zooms the camera in
    	if (key == 'Z' || key == 'z')
    	{
    		fSunZ += 3.0f;
    		fCamZ += -3.0f;
    	}
    	//Rotates the camera along the positive X axis
    	if (key == 'J' || key == 'j')
    	{
    		fSunRotY += 3.0f;
    	}
    	//Rotates the camera along the negative X axis
    	if (key == 'L' || key == 'l')
    	{
    		fSunRotY += -3.0f;
    	}
    	//Rotates the camera along the negative Y axis
    	if (key == 'I' || key == 'i')
    	{
    		fSunRotX += 3.0f;
    	}
    	//Rotates the camera along the positive Y axis
    	if (key == 'K' || key == 'k')
    	{
    		fSunRotX += -3.0f;
    	}
    	//Rotates the camera along the positive Z axis
    	if (key == 'M' || key == 'm')
    	{
    		fSunRotZ += -3.0f;
    	}
    	//Rotates the camera along the positive Z axis
    	if (key == 'N' || key == 'n')
    	{
    		fSunRotZ += 3.0f;
    	}
    
    
    }
    
    
    unsigned char *LoadBmp(char *fn, int *wi, int *hi)
    {
    	BITMAPFILEHEADER bmfh;
    	BITMAPINFOHEADER bmih;
    	WORD bits;
    	FILE *t24;
    	unsigned char *lpBitmapBits;
    	long imagesize,nc;
    
    
    	// citire bitmap
    	t24=fopen((char *)fn,"rb");
    	if(t24 == NULL){printf("Could not open input file\n"); exit(0);}
    	fread((char *)&bmfh,sizeof(BITMAPFILEHEADER),1,t24);
    	fread((char *)&bmih,sizeof(BITMAPINFOHEADER),1,t24);
    	if(bmih.biClrUsed != 0)nc=bmih.biClrUsed;
    	else{
    		bits = bmih.biBitCount;
    		switch (bits){
    		case 1:    nc=2;   break;
    		case 4:    nc=16;  break;
    		case 8:    nc=256; break;
    		default:   nc=0;   break;
    		}
    	}
    	if(nc > 0){printf("Cannot handle paletted image\n"); exit(0);}
    	imagesize=bmfh.bfSize-bmfh.bfOffBits;
    	if((lpBitmapBits=(unsigned char *)malloc(imagesize)) == NULL){ fclose(t24); exit (0); }
    	fread((char *)lpBitmapBits,imagesize,1,t24);
    	fclose(t24);
    	*wi=bmih.biWidth; *hi=bmih.biHeight;
    	return lpBitmapBits;
    }
    
    
    
    
    
    
    void InitialiseTextures()
    {
    	//load texturi
    	GenerateTextures("earth.bmp", 1);
    	GenerateTextures("sun.bmp", 2);
    	GenerateTextures("mercur.bmp", 3);
    	GenerateTextures("venus.bmp", 4);
    	GenerateTextures("moon.bmp", 5);
    	GenerateTextures("marte.bmp", 6);
    	GenerateTextures("jupiter.bmp", 7);
    	GenerateTextures("saturn.bmp", 8);
    	GenerateTextures("uranus.bmp", 9);
    	GenerateTextures("neptun.bmp", 10);
    	GenerateTextures("pluto.bmp", 11);
    	GenerateTextures("stars.bmp", 12);
    }
    
    
    //
    void GenerateTextures(char *name, int i)
    {
    	unsigned char *pix;
    	int w,h;
    	glEnable(GL_TEXTURE_2D);
    	//asigane pt texturi
    	pix=LoadBmp(name,&w,&h);	
    	if (i == 1) //gets & sets textura pt pamant
    	{
    		glGenTextures(1, &earthTexture);
    		glBindTexture(GL_TEXTURE_2D, earthTexture);
    	}
    	if (i == 2) //gets & sets textura pt soare
    	{
    		glGenTextures(1, &sunTexture);
    		glBindTexture(GL_TEXTURE_2D, sunTexture);
    	}
    	if (i == 3) //gets & sets textura pt mercur
    	{
    		glGenTextures(1, &mercuryTexture);
    		glBindTexture(GL_TEXTURE_2D, mercuryTexture);
    	}
    	if (i == 4) //gets & sets textura pt venus
    	{
    		glGenTextures(1, &venusTexture);
    		glBindTexture(GL_TEXTURE_2D, venusTexture);
    	}
    	if (i == 5) //gets & sets textura pt luna
    	{
    		glGenTextures(1, &moonTexture);
    		glBindTexture(GL_TEXTURE_2D, moonTexture);
    	}
    	if (i == 6) //gets & sets textura pt marte
    	{
    		glGenTextures(1, &marsTexture);
    		glBindTexture(GL_TEXTURE_2D, marsTexture);
    	}
    	if (i == 7) //gets & sets textura pt jupiter
    	{
    		glGenTextures(1, &jupiterTexture);
    		glBindTexture(GL_TEXTURE_2D, jupiterTexture);
    	}
    	if (i == 8) //gets & sets textura pt saturn
    	{
    		glGenTextures(1, &saturnTexture);
    		glBindTexture(GL_TEXTURE_2D, saturnTexture);
    	}
    	if (i == 9) //gets & setstextura pt uranus
    	{
    		glGenTextures(1, &uranusTexture);
    		glBindTexture(GL_TEXTURE_2D, uranusTexture);
    	}
    	if (i == 10) //gets & sets textura pt neptun
    	{
    		glGenTextures(1, &neptuneTexture);
    		glBindTexture(GL_TEXTURE_2D, neptuneTexture);
    	}
    	if (i == 11) //gets & sets textura pt pluto
    	{
    		glGenTextures(1, &plutoTexture);
    		glBindTexture(GL_TEXTURE_2D, plutoTexture);
    	}
    	if (i == 12) //gets & sets textura pt stele
    	{
    		glGenTextures(1, &starsTexture);
    		glBindTexture(GL_TEXTURE_2D, starsTexture);
    	}
    	glTexImage2D(	GL_TEXTURE_2D, 0, GL_RGB, w, h,
    		0, GL_BGR_EXT, GL_UNSIGNED_BYTE, pix);
    	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    	free(pix); //eliberare pix
    	glDisable(GL_TEXTURE_2D);
    }

  4. #4
    Registered User rogster001's Avatar
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    Liverpool UK
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    you definitely did not need to post your entire code - You did not say you had a problem with the code - you said you were looking for a way to display text - posting masses of transformations does not contribute to that query. The only thing your code has added is an answer to post #2 - we now know you are using openGL/Glut.

    Glut supports text as i recall, you use glRasterPos() to position the string on the screen, check the docs and a simple search like this
    Last edited by rogster001; 04-20-2013 at 02:51 AM.
    Thought for the day:
    "Are you sure your sanity chip is fully screwed in sir?" (Kryten)
    FLTK: "The most fun you can have with your clothes on."

    Stroustrup:
    "If I had thought of it and had some marketing sense every computer and just about any gadget would have had a little 'C++ Inside' sticker on it'"

  5. #5
    Registered User
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    6
    my problem is that now anywhere i hit the left mouse button it says that i have selected the sun... no matter what planet i have click on... and i don't know where is my mistake into the code.. the output is into the console could you help me?

  6. #6
    Registered User rogster001's Avatar
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    repost your code removing all the planet rendering stuff etc, just show the relevant parts to your cursor control
    Thought for the day:
    "Are you sure your sanity chip is fully screwed in sir?" (Kryten)
    FLTK: "The most fun you can have with your clothes on."

    Stroustrup:
    "If I had thought of it and had some marketing sense every computer and just about any gadget would have had a little 'C++ Inside' sticker on it'"

  7. #7
    Registered User
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    Code:
    #define Sun 1
    #define Mercur 2
    #define Venus 3
    #define Terra 4
    #define Moon 5
    #define Marte 6
    #define Jupiter 7
    #define Saturn 8
    #define Uranus 9
    #define Pluto 10
    #define Neptun 11
    #define MAXSELECT 100
    #define BUFSIZE 512
    
    
    
    
    #define SW 450
    #define SH 450
    
    
    
    
    GLuint selectBuf[BUFSIZE];
    GLuint buf_selectie[MAXSELECT];
    GLint windH;
    GLint viewport [4];
    
    void gl_init(int w, int h)
    {
    	glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
    	glViewport(0, 0, w, h);
    
    
    	glMatrixMode(GL_PROJECTION);
    	glLoadIdentity();
    
    
    	gluPerspective(60.0, 1.0, 0.0001, 1000.0);
    
    
    	glMatrixMode(GL_MODELVIEW);
    }
    
    
    void list_hits(GLint hits, GLuint *names)
    {
    
    
    
    
    	printf("%d hits:\n", hits);
    	
    	switch(hits)
    	{
    
    
    	case Mercur:
    		cout<<"Ati selectat Planeta Mercur"<<endl;
    		break;
    	case Sun:
    		cout<<"Ati selectat Soarele"<<endl;
    		break;
    	case Saturn:
    		cout<<"Ati selectat Planeta Saturn"<<endl;
    		break;
    	case Neptun:
    		cout<<"Ati selectat Planeta Neptun"<<endl;
    		break;
    	case Uranus:
    		cout<<"Ati selectat Planeta Uranus"<<endl;
    		break;
    	case Jupiter:
    		cout<<"Ati selectat Planeta Jupiter"<<endl;
    		break;
    	case Marte:
    		cout<<"Ati selectat Planeta Marte"<<endl;
    		break;
    	case Venus:
    		cout<<"Ati selectat Planeta Venus"<<endl;
    		break;
    	case Pluto:
    		cout<<"Ati selectat Planeta Pluto"<<endl;
    		break;
    	case Terra:
    		cout<<"Ati selectat Planeta Pamant"<<endl;
    		break;
    	case Moon:
    		cout<<"Ati selectat Luna"<<endl;
    		break;
    	default:
    		cout<<"Nu ati selectat nimic"<<endl;
    		break;
    
    
    	}
    
    
    }
    
    
    void gl_select(int x, int y)
    {
    	GLuint buff[64] = {0};
    	GLint hits, view[4];
    	
    	/*
    	This choose the buffer where store the values for the selection data
    	*/
    	glSelectBuffer(64, buff);
    
    
    	/*
    	This retrieve info about the viewport
    	*/
    	glGetIntegerv(GL_VIEWPORT, view);
    
    
    	/*
    	Switching in selecton mode
    	*/
    	glRenderMode(GL_SELECT);
    
    
    	/*
    	Clearing the name's stack
    	This stack contains all the info about the objects
    	*/
    	glInitNames();
    
    
    	/*
    	Now fill the stack with one element (or glLoadName will generate an error)
    	*/
    	glLoadName(0);
    
    
    	/*
    	Now modify the vieving volume, restricting selection area around the cursor
    	*/
    	glMatrixMode(GL_PROJECTION);
    	glPushMatrix();
    	glLoadIdentity();
    
    
    	/*
    	restrict the draw to an area around the cursor
    	*/
    	gluPickMatrix(x, y, 0.2, 0.2, view);
    	gluPerspective(60, 0.5, 0.0001, 1000.0);
    
    
    	/*
    	Draw the objects onto the screen
    	*/
    	glMatrixMode(GL_MODELVIEW);
    
    
    	/*
    	draw only the names in the stack, and fill the array
    	*/
    	glutSwapBuffers();
    	RenderScene();
    
    
    	/*
    	Do you remeber? We do pushMatrix in PROJECTION mode
    	*/
    	glMatrixMode(GL_PROJECTION);
    	glPopMatrix();
    
    
    	/*
    	get number of objects drawed in that area
    	and return to render mode
    	*/
    	hits = glRenderMode(GL_RENDER);
    
    
    	/*
    	Print a list of the objects
    	*/
    	list_hits(hits, buff);
    
    
    	/*
    	uncomment this to show the whole buffer
    	* /
    	gl_selall(hits, buff);
    	*/
    
    
    	glMatrixMode(GL_MODELVIEW);
    }
    
    
    void mousedw(int x, int y, int but)
    {
    	printf("Mouse button %d pressed at %d %d\n", but, x, y);
    	gl_select(x,SH-y); //Important: gl (0,0) ist bottom left but window coords (0,0) are top left so we have to change this!
    }
    
    
    
    
    void mouseClick(int button, int state, int x, int y)
    {
    	if 	((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN))
    	{
    		mousedw(x, y, button);
    	}
    }

    Here are the function regarding the mouse control and the print out into console window

  8. #8
    Registered User rogster001's Avatar
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    in mouseClick where are the values for x and y supplied from is it GLut events? And also you don't appear to have anything to manage translation of the position relative to the drawn objects anyway? Also in your earlier code your declaration of mouseClick takes no arguments, yet in the function definition it has 4.. so how is it compiling?? given the information i can see
    Last edited by rogster001; 04-20-2013 at 04:20 AM.
    Thought for the day:
    "Are you sure your sanity chip is fully screwed in sir?" (Kryten)
    FLTK: "The most fun you can have with your clothes on."

    Stroustrup:
    "If I had thought of it and had some marketing sense every computer and just about any gadget would have had a little 'C++ Inside' sticker on it'"

  9. #9
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    on the console it also write the coord of the point where i have click... those are correct, the x and y coord as i have understood are take from the glupickmatrix function... i can say that the x and y coord are correct because into the upper left corner are the coord 0.0 when i click it

  10. #10
    Frequently Quite Prolix dwks's Avatar
    Join Date
    Apr 2005
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    Canada
    Posts
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    Okay I haven't looked at what you're drawing too closely, but keep in mind that the (X,Y) coordinates reported by a glut mouse click callback are in screen coordinates, not in world (OpenGL) coordinates. So your OpenGL might call gluPerspective and treat the whole screen as going from (-1,1) on the X and (-1,1) on the Y, or some such, but if your glut window is SW by SH (450x450) then in the click callback, you're going to get X coordinates in [0,450) and Y coordinates in [0,450).

    You may need to convert between the two. You can do simple multiplication or, for 3D, unprojection (where the Z coordinate is determined by the Z buffer).

    Now, as for text, you can draw a simple bitmap font, which is easiest: NeHe Productions: Bitmap Fonts
    Or you can draw an actual truetype font with a library like FreeType: NeHe Productions: FreeType Fonts in OpenGL

    It's actually quite a pain getting fonts to work in OpenGL, you may want to search for libraries compatible with glut which add font support for you. Actually, if you're using freeglut instead of the original glut, there is built-in text support with a bitmap font: graphics - How do I draw text with GLUT / OpenGL in C++? - Stack Overflow
    And if you're still using the original glut, freeglut should be a drop-in replacement.
    rogster001 likes this.
    dwk

    Seek and ye shall find. quaere et invenies.

    "Simplicity does not precede complexity, but follows it." -- Alan Perlis
    "Testing can only prove the presence of bugs, not their absence." -- Edsger Dijkstra
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    Other boards: DaniWeb, TPS
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  11. #11
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    So i could really use someone who would look at my code... I have tried to use the unproject function... but I have only managed to make the console write that i have nothing selected
    here is my function
    Code:
    void mouse(int button, int state, int x, int y) 
    {
        GLuint buff[64] = {0};
        GLint hits,view[4];
        GLint viewport[4];
        GLdouble mvmatrix[16], projmatrix[16];
        GLint realy;  /*  OpenGL y coordinate position  */
        GLdouble wx, wy, wz;  /*  returned world x, y, z coords  */
    
    
        switch (button) {
        case GLUT_LEFT_BUTTON:
            if (state == GLUT_DOWN) {
                glGetIntegerv (GL_VIEWPORT, viewport);
                glGetDoublev (GL_MODELVIEW_MATRIX, mvmatrix);
                glGetDoublev (GL_PROJECTION_MATRIX, projmatrix);
                /*  note viewport[3] is height of window in pixels  */
                realy = viewport[3] - (GLint) y - 1;
                //printf ("Coordinates at cursor are (%4d, %4d)\n", x, realy);
                
                hits = glRenderMode(GL_RENDER);
                gluUnProject ((GLdouble) x, (GLdouble) realy, 0.0, 
                    mvmatrix, projmatrix, viewport, &wx, &wy, &wz); 
                //printf ("World coords at z=0.0 are (%f, %f, %f)\n", 
                //    wx, wy, wz);
                gluUnProject ((GLdouble) x, (GLdouble) realy, 1.0, 
                    mvmatrix, projmatrix, viewport, &wx, &wy, &wz); 
                glSelectBuffer(64, buff);
                list_hits(hits, buff);
                //printf ("World coords at z=1.0 are (%f, %f, %f)\n", 
                //    wx, wy, wz);
                
    
    
            }
            break;
        default:
            break;
    
    
        }
    }
    here is the reshape function
    Code:
    void reshape(int w, int h){
    	glViewport (0, 0, (GLsizei) w, (GLsizei) h);
    	glMatrixMode(GL_PROJECTION);
    	glLoadIdentity();
    	gluPerspective (60.0, (GLfloat) w/(GLfloat) h, 0.0001, 1000.0);
    	glMatrixMode(GL_MODELVIEW);
    	glLoadIdentity();
    }
    for list_hits is just a function with a switch between the planet because i have made for each planet a #define Sun 1 for example and before drawing the sun I have use the glLoadName(Sun) function
    I have done this for each planet... coulde someone look at my code and tell me where I have made a mistake.
    Please
    Last edited by alexandrafotin; 04-20-2013 at 11:45 PM.

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