In my project I want to render rain, so I use particles.
My render method:
public void draw(Camera camera) {
glBegin(GL_POINTS);
glPushMatrix();
glTranslatef(camera.getX(), camera.getEyeLevel(), camera.getY());
glColor4f(0, 0, 0.8f, 0.1f);
for(int i = 0; i < _currentParticlesCount; i++)
{
_particles[i].draw();
}
glPopMatrix();
glEnd();
}
Rain particle init method:
particle.setX(Utils.RANDOM.nextFloat() * RAIN_RADIUS * (Utils.RANDOM.nextBoolean() ? 1 : -1));
particle.setY(Utils.RANDOM.nextFloat() * RAIN_RADIUS);
particle.setZ(Utils.RANDOM.nextFloat() * RAIN_RADIUS * (Utils.RANDOM.nextBoolean() ? 1 : -1));
You see that I want to translate all the particles to the camera's place - relative to player. But there is one problem, glTranslatef simply does n't work. So I see all the particles in the beginning of the world's coordinate system.
In fact, when I draw stars (particles) using the same principle, glTranslatef works properly.
Stars render method:
glDisable(GL_DEPTH_TEST);
glPushMatrix();
glTranslatef(camera.getX(), camera.getEyeLevel(), camera.getY());
glBegin(GL_POINTS);
glColor3f(1, 1, 1);
for(int i = 0; i < STARS_COUNT; i++) {
_starsArray[i].draw();
}
glEnd();
glPopMatrix();
glEnable(GL_DEPTH_TEST);
What am I doing wrong?
P. S. I use OpenGL 1.1 LWJGL, Java OpenGL wrapper (lwjgl.org)
glTranslatef won't work because it's between glBegin/glEnd.
You can use glGetError() (eg) to make finding bugs like this easier.
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