Subject says what I need to do…systematically do a vertical flip of everything in the framebuffer right before it is displayed onscreen.
Flipping just the geometry (glPixelZoom, etc.) will not work in this application (don’t ask).
Subject says what I need to do…systematically do a vertical flip of everything in the framebuffer right before it is displayed onscreen.
Flipping just the geometry (glPixelZoom, etc.) will not work in this application (don’t ask).
OK, I won’t ask
glMatrixMode(GL_PROJECTION);
glRotatef(180.0,0.0,0.0,1.0);
glMatrixMode(GL_MODELVIEW);
or similar, possibly???
R.
Doesn’t work.
turn the monitor upside down
b
actually, that’s exactly what i’m doing
Any other suggestions on how to do this without moving the monitor or standing on my head?
you could render to a texture or copy the framebuffer to a texture then draw a quad with that as its texture across the entire screen
Since you say you want a flip, not a rotate, I would guess glScalef(1.0, -1.0, 1.0) would be more appropriate. I wouldn’t put it in the projection matrix, though. You can mess up lighting/fog calculations. Do that before any “Camera” transformations like gluLookAt()
WHy not just swap the signs on the top/bottom parameters when you create your frustum?