I want to draw several cubes using glutSolidCube
in some points in space. The examples I have found just call glutSolidCube
and it works, but the only way a cube gets drawn for me is if the line is enclosed in glBegin(GL_POLYGON)
, which isn't required in the examples I've seen, and I only get one cube instead of several. What I have is:
glColor3f(1, 0, 0);
glLoadIdentity();
glTranslatef(5,2,1);
glutSolidCube(1);
glLoadIdentity();
glTranslatef(10,8,0);
glutSolidCube(1);
glLoadIdentity();
glTranslatef(3,7,9);
glutSolidCube(1);
glLoadIdentity();
glTranslatef(1,4,6);
glutSolidCube(1);
When I run this nothing happens. I know there's not a problem with the points being outside my view because if I draw vertices at the same points, I can see them. As far as I can tell from the examples and documentation I've read, I'm not doing anything incorrect. Can someone tell me what I'm doing wrong or give me a snippet of code that draws multiple cubes?
Try this:
glColor3f(1, 0, 0);
glPushMatrix();
glTranslatef(5,2,1);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();
glTranslatef(10,8,0);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();
glTranslatef(3,7,9);
glutSolidCube(1);
glPopMatrix();
glPushMatrix();
glTranslatef(1,4,6);
glutSolidCube(1);
glPopMatrix();
Without re-setting the model view matrix with glLoadIdentity()
. Note that to start with you need to call glOrtho()
or glPerspective()
to set the camera once.
#include <GL/glut.h>
void init()
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
double aspect = (double)viewport[2] / (double)viewport[3];
gluPerspective(60, aspect, 1, 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// move back a bit
glTranslatef( 0, 0, -35 );
static float angle = 0;
angle += 1.0f;
glPushMatrix();
glTranslatef(0,0,0);
glRotatef(angle, 0.1, 0.2, 0.5);
glColor3ub(255,0,255);
glutSolidCube(5);
glPopMatrix();
glPushMatrix();
glTranslatef(10,-10,0);
glRotatef(angle, 0.1, 0.2, 0.5);
glColor3ub(255,0,0);
glutSolidCube(5);
glPopMatrix();
glPushMatrix();
glTranslatef(10,10,0);
glRotatef(angle, 0.1, 0.2, 0.5);
glColor3ub(0,255,0);
glutSolidCube(5);
glPopMatrix();
glPushMatrix();
glTranslatef(-10,10,0);
glRotatef(angle, 0.1, 0.2, 0.5);
glColor3ub(0,0,255);
glutSolidCube(5);
glPopMatrix();
glPushMatrix();
glTranslatef(-10,-10,0);
glRotatef(angle, 0.1, 0.2, 0.5);
glColor3ub(255,255,0);
glutSolidCube(5);
glPopMatrix();
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
}
void timer(int extra)
{
glutPostRedisplay();
glutTimerFunc(16, timer, 0);
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitWindowSize(640,480);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
glutCreateWindow("CUBES");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutTimerFunc(0, timer, 0);
init();
glutMainLoop();
return 0;
}
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