No problems

hows that for a change?!? - I got no problems - AND YOU WONT EITHER -
when you start out with correctly written examples !!!

///CREDITS – win7 Mingw
/// GLball http://www.angelfire.com/linux/nexusone/index.html
/// openuniverse-1.0beta3.tar.gz
///example1.cpp – glui-master.zip
///9/9/98 Paul Rademacher (rademach@cs.unc.edu)

///Files to this project
/// http://trueinnerbeing.x10host.com/code/scrcap1.png
/// http://trueinnerbeing.x10host.com/code/txtnmodel2.zip
/// http://trueinnerbeing.x10host.com/code/

/// with png and tga support (tga implemented)

/// v1.6.32 libpng.a BUILT using pnglibconf.h.prebuilt
/// zlib1.dll

///#define GLUI_VERSION 2.36
///#include <GL/glui.h>///requires glut32.dll
///#define GLUT_API_VERSION 3.7

/// printstring(2.5,-5,1,sbuf,2); 0-6 = 7 fonts included
/// glui-master examples 1,4,5,6 built successfully

///being built correctly, there are no glui bugs
///no crashing or halting glutMainLoop();

///inspired from finding a barrage poor examples
/// even glball was text-stuckon bgColor - fixed
///here is the definitive place to start with everything working
[ATTACH=CONFIG]1747[/ATTACH]

left out default.txf, doh, now included.:sick:
first.exe runs out of the box

you see, there is a font engine, yet to implement completely,
for labels in 3d space

I have some info on screen text color being in an unchangeable state !!

Conditions ==

glDisable(GL_BLEND);
if (info) scrinfo(0.9,1.0,0.9);

and
if (atmosphere) {
glEnable(GL_BLEND); …

and if (highdef)
glBlendFunc(GL_SRC_ALPHA,GL_ONE); // black bg cloud map

glball uses 16x16 slices/stacks for the gluSphere == black text

64x32 == black text
62x31 == ok but still blended
60x30 == ok but still blended

http://trueinnerbeing.x10host.com/code/
dont forget to get the textures that wont stay on site – doh!!
http://trueinnerbeing.x10host.com/code/textures.7z

I hope one day I’ll get to this level whereas I will be able to make things more than just a triangle :smiley:

you can get there !! and here’s the example and some details for you
I first noticed openUniverse around '98 - and noticed whats wrong about it –

Im not asking, I’m explaining from 20 years experience, not a newbie …

top prority !! if you cannot translate RADEC to a 3D point and back again, you will forever be in the wrong place !!
whether you calc and draw to a 2d screen or from “invisible openGL,” IT’S THE SAME MATH if you just follow rules !!

openuniverse is wrong – see radec2pos() and eye2radec() in my example

only difference for the openGL camera is THIS !!! INVERT camup
void Camera(void)
{
gluLookAt(0.0,0.0,0.0,cameye[0], cameye[1],
cameye[2],-camup[0],-camup[1],-camup[2]);
}

and everything goes the right way - know the trig laws AND right-angle rules !!!
(crossproduct)
/right=up.eye
eye=right.up
up=eye.right
/

sorry they wont leave textures on site, must be a free quota thing.
http://trueinnerbeing.x10host.com/code/
http://trueinnerbeing.x10host.com/code/txtnmodel7.zip

currently you’ll need to MAKE THESE MAPS - to run the exe
char s[74] = “earth.tga eclouds.tga bigclouds.tga\0”;

transparent eclouds 4096
blackBG bigclouds 8192

paint.net will make the tga files
http://flatplanet.sourceforge.net/maps/natural.html
https://commons.wikimedia.org/wiki/File:Earth-clouds.png
http://naturalearth.springercarto.com/ne3_data/8192/clouds/fair_clouds_8k.jpg

also learning trial and error --3
this looks like a position , right?
glLightfv(GL_LIGHT1, GL_POSITION, light_position);

well gluLookAt cant vector 000

orbital(v,target); COPYVECTOR(v2,v); NORMALIZE(v2);
/// light pos is a lightvector. if 0,0,0 glu doesnt move it.

light_position[0] = -v2[0];
light_position[1] = -v2[1];
light_position[2] = -v2[2];
glLightfv(GL_LIGHT1, GL_POSITION, light_position);

lightvector TO > the sun
not really a ‘position’
semantics makes learning harder
like calling cameye center
and the campos eye

erase all that … lol

added low res maps to the zip, so it will run without any work, duh, doh.

the inspiration was the glu mystery -
what you dont see behind your code is demonstrated and used in this program
you have a cam matrix and a world matrix,

and you turn cameye vector, the world matrix had better go in the opposite direction

this is shown as invertmatrix(cam,inv-world)

invert is perhaps not the best word, as it does not turn anything upside down.

this is the heart of the “camera”

there were many corrections and devs in 9 days - get the latest version, now 7

I have to take issue with a function found with glball –
so if you go trying to learn, the hard way, this could help !!!
/// can only be called like this,
///image_t temp_image;
///tgaLoad(n, &temp_image,

/// not used, warning for p used unitialized
/// and the fix is: * - &
GLuint tgaLoadAndBind ( char *file_name, tgaFLAG mode )
{
GLuint texture_id;
/// image_t *p; // do not do this $8!L - HEED the warning!!
image_t p;
glGenTextures ( 1, &texture_id );
glBindTexture ( GL_TEXTURE_2D, texture_id );

if ( tgaLoadTheImage ( file_name, &p, mode ))
{
/// tgaUploadImage ( p, mode );
/// tgaFree ( p );
// i dont know about this, p is not declared * pointer
// as above tgaLoad()
}
//
return texture_id;
}

see loadTextures in mainworking.cpp

Output file is bin\Release\first.exe with size 657.26 KB
Process terminated with status 0 (0 minute(s), 6 second(s))
0 error(s), 0 warning(s) (0 minute(s), 6 second(s))
4:45
glut32.dll not needed at runtime.

love this camera

check it out

select orbit cam
take mouse off gui, back to main viewport
left/right arrow to behind earth, on the dark side; get lined up
now hit vector cam

cam flies over the top with a graceful flip, awesome
one of the really nice things OU had.

annual orbit cam path inclination …
happy coding