Help.... Please!

Hi,
I’m using the following code to toggle b/n
Ortho and Perspective.
But it doesn’t toggle properly (toggles only first time).
Also, the image is inverted when I use
glOrtho
Please help me modify code. The code is given below:
#include “glut.h”
#include <math.h>
#include “gl\gl.h”
#include “gl\glu.h”
#include <iostream.h>
#include <stdlib.h>
static GLdouble ortho_left = -5;
static GLdouble ortho_right = 5;
static GLdouble ortho_bottom = -5;
static GLdouble ortho_top = 5;
static GLdouble ortho_near = 1;
static GLdouble ortho_far = 30;
static float angle=0.0,ratio;
static float x=0.0f,y=1.75f,z=5.0f;
static float lx=0.0f,ly=0.0f,lz=-1.0f;
static GLint snowman_display_list;

static int k=0;

void renderScene(void);

void changeSize(int w, int h)
{

if(k==0)
{
if(h == 0)
h = 1;
ratio = 1.0f * w / h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, w, h);
gluPerspective(45,ratio,1,1000);
renderScene();
glutPostRedisplay();
}
else
{
if(h == 0)
h = 1;
ratio = 1.0f * w / h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, w, h);
//glOrtho(-200.0,200.0,-200.0,200.0,10.0,250.0);
if (w>h) glOrtho(ortho_leftw/h,ortho_right w/h,ortho_top,ortho_bottom,ortho_near,ortho_far);
else glOrtho(ortho_left,ortho_right,ortho_top
h/w,ortho_bottom
h/w,ortho_near,ortho_far);
renderScene();
glutPostRedisplay();
}

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(x, y, z,x + lx,y + ly,z + lz,0.0f,1.0f,0.0f);

glutPostRedisplay();

}

void drawSnowMan() {

glColor3f(1.0f, 1.0f, 1.0f);

// Body
glTranslatef(0.0f ,0.75f, 0.0f);
glutSolidSphere(0.75f,20,20);

// Head
glTranslatef(0.0f, 1.0f, 0.0f);
glutSolidSphere(0.25f,20,20);

// Eyes
glPushMatrix();
glColor3f(0.0f,0.0f,0.0f);
glTranslatef(0.05f, 0.10f, 0.18f);
glutSolidSphere(0.05f,10,10);
glTranslatef(-0.1f, 0.0f, 0.0f);
glutSolidSphere(0.05f,10,10);
glPopMatrix();

// Nose
glColor3f(1.0f, 0.5f , 0.5f);
glRotatef(0.0f,1.0f, 0.0f, 0.0f);
glutSolidCone(0.08f,0.5f,10,2);
}

GLuint createDL()
{
GLuint snowManDL;
snowManDL = glGenLists(1);
glNewList(snowManDL,GL_COMPILE);
drawSnowMan();
glEndList();
return(snowManDL);
}

void initScene()
{

glEnable(GL_DEPTH_TEST);
snowman_display_list = createDL();

}
void renderScene(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

// Draw ground

glColor3f(0.6f, 0.6f, 0.6f);
glBegin(GL_QUADS);
glVertex3f(-100.0f, 0.0f, -100.0f);
glVertex3f(-100.0f, 0.0f, 100.0f);
glVertex3f( 100.0f, 0.0f, 100.0f);
glVertex3f( 100.0f, 0.0f, -100.0f);
glEnd();

// Draw 4 SnowMen

for(int i = 0; i < 2; i++)
for(int j=0; j < 2; j++) {
glPushMatrix();
glTranslatef(i*10.0,0,j * 10.0);
glCallList(snowman_display_list);;
glPopMatrix();
}

glutSwapBuffers();
}

void orientMe(float ang) {

lx = sin(ang);
lz = -cos(ang);
glLoadIdentity();
gluLookAt(x, y, z,x + lx,y + ly,z + lz,0.0f,1.0f,0.0f);
}

void moveMeFlat(int i)
{
x = x + i*(lx)0.1;
z = z + i
(lz)*0.1;
glLoadIdentity();
gluLookAt(x, y, z, x + lx,y + ly,z + lz, 0.0f,1.0f,1.0f);
}
void moveMeFlat1(int i)
{
x = x ;
z = z ;
glLoadIdentity();
gluLookAt(x, y, z,x + lx,y + ly,z + lz,0.0f,0.0f,0.0f);
}
void processNormalKeys(unsigned char key, int x, int y) {

if (key == 27)
exit(0);
switch(key)
{
case ‘p’: if (k==0) {k=1;}
else if (k==1) {k=0;}

if (k==0)
{
cout<<“persp”<<endl;
gluPerspective(45,1.0f *(640/360),1,1000);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(x, y, z,x + lx,y + ly,z + lz,0.0f,1.0f,0.0f);
glEnable(GL_DEPTH_TEST);
renderScene();
glutPostRedisplay();
}
else
{
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(ortho_left,ortho_right,ortho_top,ortho_bottom,ortho_near,ortho_far);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(x, y, z,x + lx,y + ly,z + lz,1.0f,1.0f,0.0f);
cout<<“ortho”<<endl;
renderScene();
glutPostRedisplay();
}
glutPostRedisplay();

break;
}
}

void inputKey(int key, int x, int y) {

switch (key) {
case GLUT_KEY_LEFT :
if(k==0)
{
angle -= 0.01f;orientMe(angle);
}
else
{
angle -= 0.01f;orientMe(angle);
}
break;
case GLUT_KEY_RIGHT :
if(k==0)
{
angle += 0.01f;orientMe(angle);
}
else
{
angle += 0.01f;orientMe(angle);
}
break;
break;
case GLUT_KEY_UP :
if (k==0){
moveMeFlat(1);} else {moveMeFlat1(1);}break;
case GLUT_KEY_DOWN :
if (k==0){
moveMeFlat(-1);} else {moveMeFlat1(-1);} break;
}
}
int main(int argc, char **argv)
{

glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(100,100);
glutInitWindowSize(640,360);
glutCreateWindow("");
initScene();
glutKeyboardFunc(processNormalKeys);
glutSpecialFunc(inputKey);
glutDisplayFunc(renderScene);
glutIdleFunc(renderScene);
glutReshapeFunc(changeSize);
glutMainLoop();
return(0);
}

Would you please stop to post the same question under different topic names, one times is perfectley fine.

Mikael

I am not sure about what’s wrong, and I am not using GLUT so I am not of much help, but you are calling OpenGL functions from all over the place, both the render scene, the key handlers and the on changed size handler, can you do this in GLUT ?, if the context is setup correct, then it’s fine, but I don’t know GLUT to well.

You are also using code line: renderScene(); glutRedisplay();, is this the way top do it, by the name it sounds like glutRedisplay will take care of rerendering of the scene, so in that case you should not call renderScene() youself.

Run the code in a debugger and check the parameters you pass to glOrtho to see what you end up with.

Mikael