Othographics projection

Started by Trudko, February 06, 2007, 06:40:54

Previous topic - Next topic

Trudko

Iam trying to render my 3d model in 2d environment using orthographic projection. But when I try it nothing is rendered. Here is code for turning on the orthographics projection
public void turnOnOrtho() {

		GL11.glPushAttrib(GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_ENABLE_BIT);
		GL11.glPushMatrix();
		GL11.glLoadIdentity();
		GL11.glMatrixMode(GL11.GL_PROJECTION); 
		GL11.glPushMatrix();	
		
 
		GL11.glLoadIdentity();		
		GL11.glOrtho(0, 1024, 768, 0, -1, 1);
		
		GL11.glDisable(GL11.GL_DEPTH_TEST);
		GL11.glDisable(GL11.GL_LIGHTING);  
	}

            public void turnOffOrtho() {
	
		GL11.glPopMatrix();
		GL11.glMatrixMode(GL11.GL_MODELVIEW);
		GL11.glPopMatrix();
		GL11.glPopAttrib();
	}

And this code is for rendering
okno.turnOnOrtho();
	    GL11.glPushMatrix();
               GL11.glTranslatef(positionX,positionY,0);
               GL11.glRotatef(90,1,0,0);
               GL11.glScalef(0.01f,0.01f,0.01f);
              // these two orders are good I am sure because it works in perspective projection but in ortho they dont.
		textura.bind();  
		model.render(); 
		
		GL11.glPopMatrix();
		okno.turnOffOrtho();

HopeDagger

Have you tried increasing the near/far planes of your ortho projection? A total Z-size of 3 (-1 to 1) is pretty small; it's likely your model doesn't fit into such a space and is being clipped entirely. Also remember that the coordinates that your model uses should reflect the fact that your coordinate system is differently constructed in an orthogonal projection.

Good luck!