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Why is glOrtho not changing anything?


Why can templates only be implemented in the header file?Why doesn't glCopyTexSubImage2D copy my square correctly?OpenGL Picking with PygletWhy is “using namespace std;” considered bad practice?Why are elementwise additions much faster in separate loops than in a combined loop?Why does changing 0.1f to 0 slow down performance by 10x?Why is reading lines from stdin much slower in C++ than Python?Why is processing a sorted array faster than processing an unsorted array?My display() function only displays when it enters it the first time. Then it shows a blank windowWhy should I use a pointer rather than the object itself?






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








-1















This function does not change anything even though I already called glOrtho(). What's wrong with the code? Did I miss something?



void glKeyCallback(unsigned char key, int x, int y)
if (key == 'z')
width -= 10; height -= 10;
cout << "Z" << endl;
cout << width << " " << height << endl;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 800, 600, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
else if (key == 'x')
width += 10; height += 10;
cout << "X" << endl;
cout << width << " " << height << endl;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 100, 100, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);




I expected for the scene to zoom in / out when I pressed z or x. But it does not change anything. For the record, I have already registered this on glutKeyboardFunc










share|improve this question


























  • Calling GL functions in callbacks is iffy, because the callback may be running in the wrong thread. Better call them only where you do your actual rendering.

    – Stefan Dragnev
    Mar 27 at 12:16






  • 1





    Edit in a minimal reproducible example. For all we know you aren't redrawing on a regular basis; your glutKeyboardFunc() certainly isn't calling glutPostRedisplay().

    – genpfault
    Mar 27 at 13:38


















-1















This function does not change anything even though I already called glOrtho(). What's wrong with the code? Did I miss something?



void glKeyCallback(unsigned char key, int x, int y)
if (key == 'z')
width -= 10; height -= 10;
cout << "Z" << endl;
cout << width << " " << height << endl;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 800, 600, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
else if (key == 'x')
width += 10; height += 10;
cout << "X" << endl;
cout << width << " " << height << endl;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 100, 100, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);




I expected for the scene to zoom in / out when I pressed z or x. But it does not change anything. For the record, I have already registered this on glutKeyboardFunc










share|improve this question


























  • Calling GL functions in callbacks is iffy, because the callback may be running in the wrong thread. Better call them only where you do your actual rendering.

    – Stefan Dragnev
    Mar 27 at 12:16






  • 1





    Edit in a minimal reproducible example. For all we know you aren't redrawing on a regular basis; your glutKeyboardFunc() certainly isn't calling glutPostRedisplay().

    – genpfault
    Mar 27 at 13:38














-1












-1








-1








This function does not change anything even though I already called glOrtho(). What's wrong with the code? Did I miss something?



void glKeyCallback(unsigned char key, int x, int y)
if (key == 'z')
width -= 10; height -= 10;
cout << "Z" << endl;
cout << width << " " << height << endl;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 800, 600, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
else if (key == 'x')
width += 10; height += 10;
cout << "X" << endl;
cout << width << " " << height << endl;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 100, 100, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);




I expected for the scene to zoom in / out when I pressed z or x. But it does not change anything. For the record, I have already registered this on glutKeyboardFunc










share|improve this question
















This function does not change anything even though I already called glOrtho(). What's wrong with the code? Did I miss something?



void glKeyCallback(unsigned char key, int x, int y)
if (key == 'z')
width -= 10; height -= 10;
cout << "Z" << endl;
cout << width << " " << height << endl;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 800, 600, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
else if (key == 'x')
width += 10; height += 10;
cout << "X" << endl;
cout << width << " " << height << endl;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 100, 100, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);




I expected for the scene to zoom in / out when I pressed z or x. But it does not change anything. For the record, I have already registered this on glutKeyboardFunc







c++ opengl freeglut opengl-compat






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Mar 28 at 13:39









Nicol Bolas

305k37 gold badges511 silver badges690 bronze badges




305k37 gold badges511 silver badges690 bronze badges










asked Mar 27 at 11:38









Aidil RiskiAidil Riski

82 bronze badges




82 bronze badges















  • Calling GL functions in callbacks is iffy, because the callback may be running in the wrong thread. Better call them only where you do your actual rendering.

    – Stefan Dragnev
    Mar 27 at 12:16






  • 1





    Edit in a minimal reproducible example. For all we know you aren't redrawing on a regular basis; your glutKeyboardFunc() certainly isn't calling glutPostRedisplay().

    – genpfault
    Mar 27 at 13:38


















  • Calling GL functions in callbacks is iffy, because the callback may be running in the wrong thread. Better call them only where you do your actual rendering.

    – Stefan Dragnev
    Mar 27 at 12:16






  • 1





    Edit in a minimal reproducible example. For all we know you aren't redrawing on a regular basis; your glutKeyboardFunc() certainly isn't calling glutPostRedisplay().

    – genpfault
    Mar 27 at 13:38

















Calling GL functions in callbacks is iffy, because the callback may be running in the wrong thread. Better call them only where you do your actual rendering.

– Stefan Dragnev
Mar 27 at 12:16





Calling GL functions in callbacks is iffy, because the callback may be running in the wrong thread. Better call them only where you do your actual rendering.

– Stefan Dragnev
Mar 27 at 12:16




1




1





Edit in a minimal reproducible example. For all we know you aren't redrawing on a regular basis; your glutKeyboardFunc() certainly isn't calling glutPostRedisplay().

– genpfault
Mar 27 at 13:38






Edit in a minimal reproducible example. For all we know you aren't redrawing on a regular basis; your glutKeyboardFunc() certainly isn't calling glutPostRedisplay().

– genpfault
Mar 27 at 13:38













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OpenGL is not a scene graph, it's a drawing API. Just changing the projection matrix will do nothing. You also have to redraw things.






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    OpenGL is not a scene graph, it's a drawing API. Just changing the projection matrix will do nothing. You also have to redraw things.






    share|improve this answer





























      1














      OpenGL is not a scene graph, it's a drawing API. Just changing the projection matrix will do nothing. You also have to redraw things.






      share|improve this answer



























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        1








        1







        OpenGL is not a scene graph, it's a drawing API. Just changing the projection matrix will do nothing. You also have to redraw things.






        share|improve this answer













        OpenGL is not a scene graph, it's a drawing API. Just changing the projection matrix will do nothing. You also have to redraw things.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Mar 27 at 13:44









        datenwolfdatenwolf

        136k11 gold badges141 silver badges241 bronze badges




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