This is how a normal block should rotate, right?
but mine becomesCode:xx xx becomes x xx x
instead.Code:x xx x
This is the code
I don't think you need anymore of the code. If you need anymore, please tell me.Code:void display() {float xmov = 3.0f; float ymov = 3.0f; float anrot = 0.0f; float yrot = 0.0f; float xrot = 0.0f; glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glScalef(0.2f, 0.2f, 0.0f); glTranslatef(xmov, ymov, 0.0f); glRotatef(anrot, xrot, yrot, 1.0f); glColor3f(0.5f, 0.5f, 1.0f); glBegin(GL_QUADS); glVertex2f(-0.1f, -0.1f); glVertex2f(-0.1f, 0.0f); glVertex2f(0.0f, 0.0f); glVertex2f(0.0f, -0.1f); glEnd(); glBegin(GL_QUADS); glVertex2f(-0.1f, 0.0f); glVertex2f(-0.1f, 0.1f); glVertex2f(0.0f, 0.1f); glVertex2f(0.0f, 0.0f); glEnd(); glBegin(GL_QUADS); glVertex2f(0.0f, 0.0f); glVertex2f(0.0f, 0.2f); glVertex2f(0.1f, 0.2f); glVertex2f(0.1f, 0.0f); glEnd(); glPopMatrix(); glFlush(); } void idle() { if (xmov < 0.0f) {xmov = 5.0f;} if (ymov < 0.0f) {ymov = 5.0f;} } LRESULT OpenGL::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch(msg) { case WM_ACTIVATE : { active = HIWORD(wParam) ? false : true; return 0; } case WM_CLOSE : { PostQuitMessage(0); return 0; } case WM_SIZE : { width = LOWORD(lParam); height = HIWORD(lParam); if (resize) resize(LOWORD(lParam), HIWORD(lParam)); return 0; } case WM_KEYDOWN : if (wParam == VK_RIGHT) {xmov += 0.1f;} if (wParam == VK_LEFT) {xmov -= 0.1f;} if (wParam == VK_UP) {ymov += 0.1f;} if (wParam == VK_DOWN) {ymov -= 0.1f;} if (wParam == VK_SPACE) {anrot += 180.0f; xrot += 45.0f; yrot += 45.0f;} } return DefWindowProc(hwnd, msg, wParam, lParam); }
I know this seems stupid to belong in Game Programming... >.<
Thanks in advance!![]()



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