Skip to the matrix at a point

I am a C++ coder but heres a rough C# code that does what I think you are trying to do. Try toggling the gluLookAt lines to see what;s going on. Also note that I use “Gl.glMultMatrixf(M);” not “Gl.glLoadMatrixf(M);” because I do not want to replace the matrix but rather multiply it by the modelview matrix which is effectifely just the gluLookAt transform.


#region License
/*
MIT License
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of this software and associated documentation files (the "Software"), to deal
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#endregion License

#region Original Credits / License
/*
 * Copyright (c) 1993-1997, Silicon Graphics, Inc.
 * ALL RIGHTS RESERVED 
 * Permission to use, copy, modify, and distribute this software for 
 * any purpose and without fee is hereby granted, provided that the above
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 * written prior permission. 
 *
 * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
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#endregion Original Credits / License

using System;
using Tao.FreeGlut;
using Tao.OpenGl;

public static class GlobalVar
{
    /// <summary>
    /// Static value protected by access routine.
    /// </summary>
    static float _globalValue;

    /// <summary>
    /// Access routine for global variable.
    /// </summary>
    public static float GlobalValue
    {
        get
        {
            return _globalValue;
        }
        set
        {
            _globalValue = value;
        }
    }

}


namespace Redbook {
    #region Class Documentation
    /// <summary>
    ///     This program demonstrates a single modeling transformation, glScalef() and a
    ///     single viewing transformation, gluLookAt().  A wireframe cube is rendered.
    /// </summary>
    /// <remarks>
    ///     <para>
    ///         Original Author:    Silicon Graphics, Inc.
    ///         http://www.opengl.org/developers/code/examples/redbook/cube.c
    ///     </para>
    ///     <para>
    ///         C# Implementation:  Randy Ridge
    ///         http://www.taoframework.com
    ///     </para>
    /// </remarks>
    #endregion Class Documentation
    public sealed class Cube {
        // --- Entry Point ---
        #region Main()
        [STAThread]
        public static void Main() {
            Glut.glutInit();
            Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_RGB);
            Glut.glutInitWindowSize(500, 500);
            Glut.glutInitWindowPosition(100, 100);
            Glut.glutCreateWindow("Cube");
            Init();
            Glut.glutIdleFunc(new Glut.IdleCallback(Display));
            Glut.glutKeyboardFunc(new Glut.KeyboardCallback(Keyboard));
            Glut.glutReshapeFunc(new Glut.ReshapeCallback(Reshape));
            Glut.glutMainLoop();
        }
        #endregion Run()

        // --- Application Methods ---
        #region Init()
        private static void Init() {
            Gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            Gl.glShadeModel(Gl.GL_FLAT);
            GlobalVar.GlobalValue = 0.0f;
        }
        #endregion Init()

        // --- Callbacks ---
        #region Display()
        private static void Display() {
            Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);
            Gl.glColor3f(1.0f, 1.0f, 1.0f);
            
            // cheat and build object transformation matrix
            Gl.glLoadIdentity();
            GlobalVar.GlobalValue+=0.0001f;
            Gl.glTranslatef((float)Math.Cos(GlobalVar.GlobalValue),(float)Math.Sin(GlobalVar.GlobalValue),0.0f);
            float[] M=new float[16];
            Gl.glGetFloatv(Gl.GL_MODELVIEW_MATRIX,M);
      
            // Clear the matrix
            Gl.glLoadIdentity();
            
            // Viewing transformation
            //Glu.gluLookAt(0.0,0.0,5.0, 0.0,0.0,0.0, 0.0,1.0,0.0);
            Glu.gluLookAt(0.0,0.0,5.0, M[12],M[13],M[14], 0.0,1.0,0.0);
            
            Gl.glColor3f(1.0f,1.0f,1.0f);

            // Modeling transformation
            Gl.glPushMatrix();
            Gl.glTranslatef(1.0f, 1.0f, 0.0f); 
            Glut.glutWireCube(0.5);
            Gl.glPopMatrix();
      
            Gl.glPushMatrix();
            Gl.glTranslatef(-1.0f, 1.0f, 0.0f); 
            Glut.glutWireCube(0.5);
            Gl.glPopMatrix();
      
            Gl.glPushMatrix();
            Gl.glTranslatef(-1.0f, -1.0f, 0.0f); 
            Glut.glutWireCube(0.5);
            Gl.glPopMatrix();
      
            Gl.glPushMatrix();
            Gl.glTranslatef(1.0f, -1.0f, 0.0f); 
            Glut.glutWireCube(0.5);
            Gl.glPopMatrix();
      
            //show rotating cube
            Gl.glColor3f(1.0f,0.0f,0.0f);
            Gl.glPushMatrix();
            Gl.glMultMatrixf(M); 
            Glut.glutWireCube(0.5);
            Gl.glPopMatrix();
      
            Glut.glutSwapBuffers();
        }
        #endregion Display()

        #region Keyboard(byte key, int x, int y)
        private static void Keyboard(byte key, int x, int y) {
            switch(key) {
                case (byte) 27:
                    Environment.Exit(0);
                    break;
            }
        }
        #endregion Keyboard(byte key, int x, int y)

        #region Reshape(int w, int h)
        private static void Reshape(int w, int h) {
            Gl.glViewport(0, 0, w, h);
            Gl.glMatrixMode(Gl.GL_PROJECTION);
            Gl.glLoadIdentity();
            Gl.glFrustum(-1.0, 1.0, -1.0, 1.0, 1.5, 20.0);
            Gl.glMatrixMode(Gl.GL_MODELVIEW);
        }
        #endregion Reshape(int w, int h)
    }
}

Yes you are a genious!

It’s work.

To begin I draw a cube at position 12,13,14 Matrix.

And its working!

So after I remlace LoadMatrixd by MultMatrixd!

And the panda was well placed!

Thank for your help, very very thank!