I didn't see a forum for OpenGL so i assume it would go here. I've having an issues with my camera interfering with the transformations of my geometry. Here is my Display() code, I think it's pretty straight forward.
Thanks in advance,
Matt Brisbin
Code:
void Display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
eyePos.Set(0,0,10);
//this is my wrist position
targetPos.Set(GraspEngine.wsPositions.palmContainerMat[12],GraspEngine.wsPositions.palmContainerMat[13],GraspEngine.wsPositions.palmContainerMat[14]);
//I draw all environment objects here as primitives
drawEnvObj();
//Render the hand here
render();
//get distance to closest primitive, set color to red, and select motion from primitive struct
GraspEngine.GetDistToEnvObj(&GraspEngine.env);
//reset all transformations and place camera. The PanXYZ variable is a keyboard callback which is set to 0 initially.
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(eyePos.GetX()-panX,eyePos.GetY()-panY,eyePos.GetZ()-panZ,
targetPos.GetX(),targetPos.GetY(),targetPos.GetZ(),
0.0, 1.0, 0.0);
//output wrist position, it is correct but camera won’t move now. If I place this at the top then the camera moves but the wrist position is thrown off by this transformation
cout << GraspEngine.wsPositions.wristContainerMat[12] << " " << GraspEngine.wsPositions.wristContainerMat[13] << " " << GraspEngine.wsPositions.wristContainerMat[14] << endl;
glutSwapBuffers();
glutPostRedisplay();
}
Thanks in advance,
Matt Brisbin