Simple Sphere and Cube

Ok, total newbie here (well, when it comes to openGL. But can code well in other languages.)

I’ve decided to expand my knowledge and want to simply draw a sphere and a cube.

As you can see with my code below, I have played around with the teapot :smiley:

But, would like them to be speres.

void paint () {

glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glPushMatrix();
	glTranslatef (0, 0, -5);
	glRotatef (degree, 0, 1, 0);
	brass(); //change color
	glutSolidTeapot (1);

	glPushMatrix();
		glRotatef (degree, 0, 1, 0);
		glTranslatef (0, 0, -5);
		silver(); //change color
		glutSolidTeapot (1);

		glPushMatrix();
			glRotatef (degree, 0, 1, 0);
			glTranslatef (0, 0, -5);
			glutSolidTeapot (1);
		glPopMatrix();

	glPopMatrix();

glPopMatrix();

glFlush();

glutSwapBuffers();
degree += 0.1f;
glutPostRedisplay();

}

For the sphere, I’m kinda stuck…

gluSphere(1,1,1,1);
// cannot convert parameter 1 from int to GLUquadric

Just want to change the teapots to spheres.
I have never come across the term GLUquadric and have tried to look it up.

Then maybe next change them to cubes?

Thanks all for your indulgence while I get going on this so cool technology.

Although it’s been about 4 years since I did any C++.

BTW, I’m using VS.Net 2003 if that makes a difference.

Zath

Nevermind everyone.

I found it.

glPushMatrix();
	glDisable(GL_TEXTURE_2D); // Ballhack has no textures
	glDisable(GL_DEPTH_TEST); // Makes the Balls visible through walls
	GLUquadricObj *ball;
	glColor3f(0.0f,0.0f,1.0f); // Set Ballhack Color
	glTranslatef(0,0,-4); // insert coordinates here
	ball=gluNewQuadric();
	gluQuadricNormals(ball, GLU_SMOOTH);
	gluSphere(ball,5.0f,32,32);
	gluDeleteQuadric(ball);
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_TEXTURE_2D);
glPopMatrix();

I had to add the include and understand a bit more about quadric…

Sorry for the simple question…

Zath

I’m sure you realized this, but it wasn’t clear from your code. You can create a single sphere and reuse it repeatedly for rendering.

Also consider generating your own sphere, manually. It’s a good exercise and it’ll come in handy later for other things. Same for cylinders, boxes, tetrahedrons and so on. Know your solids, I always say. You can create a single unit scale version of each basic shape, then simply scale, rotate and translate it as needed for each actor in your scene.

Best of luck to you!