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Show glutSolidCone on its side


Why doesn't glCopyTexSubImage2D copy my square correctly?OpenGL texture mapping on sides cube using GL_QUADSOpenGL and GLUT uncomprehensionOpenGL/glut/stdc++ build errorsOpenGL object glossy/shiny in Mac OS X 10.6, but not 10.5. Why?PyOpenGL - passing transformation matrix into shaderMy display() function only displays when it enters it the first time. Then it shows a blank windowOpenGL Plane not showing upHaving many glut errorsCreating a 3D cube with 3 sides showing at run time, no rotation to see all 3 sides






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1















I am trying to look at a cone lying on its side from above. For this I wrote the following code:



void display(void)

glClear(GL_COLOR_BUFFER_BIT

int main(int argc, char **argv)
GLUT_DOUBLE


I translate to the middle of the screen and then rotate 90 degrees around the x-axis, which in my idea should produce the cone on its side. The result however is a not a cone but a line which is not tilted 90 but 45 degrees. What should I change in order for the cone to show up as I want it to?










share|improve this question
































    1















    I am trying to look at a cone lying on its side from above. For this I wrote the following code:



    void display(void)

    glClear(GL_COLOR_BUFFER_BIT

    int main(int argc, char **argv)
    GLUT_DOUBLE


    I translate to the middle of the screen and then rotate 90 degrees around the x-axis, which in my idea should produce the cone on its side. The result however is a not a cone but a line which is not tilted 90 but 45 degrees. What should I change in order for the cone to show up as I want it to?










    share|improve this question




























      1












      1








      1








      I am trying to look at a cone lying on its side from above. For this I wrote the following code:



      void display(void)

      glClear(GL_COLOR_BUFFER_BIT

      int main(int argc, char **argv)
      GLUT_DOUBLE


      I translate to the middle of the screen and then rotate 90 degrees around the x-axis, which in my idea should produce the cone on its side. The result however is a not a cone but a line which is not tilted 90 but 45 degrees. What should I change in order for the cone to show up as I want it to?










      share|improve this question
















      I am trying to look at a cone lying on its side from above. For this I wrote the following code:



      void display(void)

      glClear(GL_COLOR_BUFFER_BIT

      int main(int argc, char **argv)
      GLUT_DOUBLE


      I translate to the middle of the screen and then rotate 90 degrees around the x-axis, which in my idea should produce the cone on its side. The result however is a not a cone but a line which is not tilted 90 but 45 degrees. What should I change in order for the cone to show up as I want it to?







      c++ opengl glut opengl-compat






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Mar 28 at 13:37









      Nicol Bolas

      308k38 gold badges516 silver badges700 bronze badges




      308k38 gold badges516 silver badges700 bronze badges










      asked Mar 28 at 11:21









      LarsLars

      325 bronze badges




      325 bronze badges

























          1 Answer
          1






          active

          oldest

          votes


















          2
















          Where is the projection matrix?



          If you don't set a projection matrix, then the coordiantes have to be set in normalize device space. In NDC all the coordinates are in range [-1.0, 1.0]:



          e.g.



          glMatrixMode(GL_MODELVIEW);
          glLoadIdentity();

          glTranslatef(0.5, 0.5, 0);
          glRotatef(90, 1, 0, 0);
          glutSolidCone(1.0, 1.0, 20, 20);
          glTranslatef(-0.5, -0.5, 0);
          glRotatef(-90, 1, 0, 0);



          Alternatively you can setup an orthographic projection, which projects the world coordinates 1:1 to the window coordinates. The projection matrix can be set by glOrtho:



          e.g.



          void display(void)

          glClear(GL_COLOR_BUFFER_BIT


          The projection matrix describes the mapping from 3D points of the view on a scene, to 2D points on the viewport. At Orthographic Projection, the view space coordinates are linearly mapped to the clip space coordinates. The clip space coordinates are equal to the normalized device coordinates.

          The normalized device coordinates are linearly mapped to the viewport rectangle.
          The viewport rectangle can be defined by glViewport. Initially it is defined by the size of the window.




          Note, that drawing by glBegin/glEnd sequences and the fixed function matrix stack is deprecated since decades. See Fixed Function Pipeline and Legacy OpenGL.
          Read about Vertex Specification and Shader for a state of the art way of rendering.






          share|improve this answer


























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            1 Answer
            1






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            2
















            Where is the projection matrix?



            If you don't set a projection matrix, then the coordiantes have to be set in normalize device space. In NDC all the coordinates are in range [-1.0, 1.0]:



            e.g.



            glMatrixMode(GL_MODELVIEW);
            glLoadIdentity();

            glTranslatef(0.5, 0.5, 0);
            glRotatef(90, 1, 0, 0);
            glutSolidCone(1.0, 1.0, 20, 20);
            glTranslatef(-0.5, -0.5, 0);
            glRotatef(-90, 1, 0, 0);



            Alternatively you can setup an orthographic projection, which projects the world coordinates 1:1 to the window coordinates. The projection matrix can be set by glOrtho:



            e.g.



            void display(void)

            glClear(GL_COLOR_BUFFER_BIT


            The projection matrix describes the mapping from 3D points of the view on a scene, to 2D points on the viewport. At Orthographic Projection, the view space coordinates are linearly mapped to the clip space coordinates. The clip space coordinates are equal to the normalized device coordinates.

            The normalized device coordinates are linearly mapped to the viewport rectangle.
            The viewport rectangle can be defined by glViewport. Initially it is defined by the size of the window.




            Note, that drawing by glBegin/glEnd sequences and the fixed function matrix stack is deprecated since decades. See Fixed Function Pipeline and Legacy OpenGL.
            Read about Vertex Specification and Shader for a state of the art way of rendering.






            share|improve this answer































              2
















              Where is the projection matrix?



              If you don't set a projection matrix, then the coordiantes have to be set in normalize device space. In NDC all the coordinates are in range [-1.0, 1.0]:



              e.g.



              glMatrixMode(GL_MODELVIEW);
              glLoadIdentity();

              glTranslatef(0.5, 0.5, 0);
              glRotatef(90, 1, 0, 0);
              glutSolidCone(1.0, 1.0, 20, 20);
              glTranslatef(-0.5, -0.5, 0);
              glRotatef(-90, 1, 0, 0);



              Alternatively you can setup an orthographic projection, which projects the world coordinates 1:1 to the window coordinates. The projection matrix can be set by glOrtho:



              e.g.



              void display(void)

              glClear(GL_COLOR_BUFFER_BIT


              The projection matrix describes the mapping from 3D points of the view on a scene, to 2D points on the viewport. At Orthographic Projection, the view space coordinates are linearly mapped to the clip space coordinates. The clip space coordinates are equal to the normalized device coordinates.

              The normalized device coordinates are linearly mapped to the viewport rectangle.
              The viewport rectangle can be defined by glViewport. Initially it is defined by the size of the window.




              Note, that drawing by glBegin/glEnd sequences and the fixed function matrix stack is deprecated since decades. See Fixed Function Pipeline and Legacy OpenGL.
              Read about Vertex Specification and Shader for a state of the art way of rendering.






              share|improve this answer





























                2














                2










                2









                Where is the projection matrix?



                If you don't set a projection matrix, then the coordiantes have to be set in normalize device space. In NDC all the coordinates are in range [-1.0, 1.0]:



                e.g.



                glMatrixMode(GL_MODELVIEW);
                glLoadIdentity();

                glTranslatef(0.5, 0.5, 0);
                glRotatef(90, 1, 0, 0);
                glutSolidCone(1.0, 1.0, 20, 20);
                glTranslatef(-0.5, -0.5, 0);
                glRotatef(-90, 1, 0, 0);



                Alternatively you can setup an orthographic projection, which projects the world coordinates 1:1 to the window coordinates. The projection matrix can be set by glOrtho:



                e.g.



                void display(void)

                glClear(GL_COLOR_BUFFER_BIT


                The projection matrix describes the mapping from 3D points of the view on a scene, to 2D points on the viewport. At Orthographic Projection, the view space coordinates are linearly mapped to the clip space coordinates. The clip space coordinates are equal to the normalized device coordinates.

                The normalized device coordinates are linearly mapped to the viewport rectangle.
                The viewport rectangle can be defined by glViewport. Initially it is defined by the size of the window.




                Note, that drawing by glBegin/glEnd sequences and the fixed function matrix stack is deprecated since decades. See Fixed Function Pipeline and Legacy OpenGL.
                Read about Vertex Specification and Shader for a state of the art way of rendering.






                share|improve this answer















                Where is the projection matrix?



                If you don't set a projection matrix, then the coordiantes have to be set in normalize device space. In NDC all the coordinates are in range [-1.0, 1.0]:



                e.g.



                glMatrixMode(GL_MODELVIEW);
                glLoadIdentity();

                glTranslatef(0.5, 0.5, 0);
                glRotatef(90, 1, 0, 0);
                glutSolidCone(1.0, 1.0, 20, 20);
                glTranslatef(-0.5, -0.5, 0);
                glRotatef(-90, 1, 0, 0);



                Alternatively you can setup an orthographic projection, which projects the world coordinates 1:1 to the window coordinates. The projection matrix can be set by glOrtho:



                e.g.



                void display(void)

                glClear(GL_COLOR_BUFFER_BIT


                The projection matrix describes the mapping from 3D points of the view on a scene, to 2D points on the viewport. At Orthographic Projection, the view space coordinates are linearly mapped to the clip space coordinates. The clip space coordinates are equal to the normalized device coordinates.

                The normalized device coordinates are linearly mapped to the viewport rectangle.
                The viewport rectangle can be defined by glViewport. Initially it is defined by the size of the window.




                Note, that drawing by glBegin/glEnd sequences and the fixed function matrix stack is deprecated since decades. See Fixed Function Pipeline and Legacy OpenGL.
                Read about Vertex Specification and Shader for a state of the art way of rendering.







                share|improve this answer














                share|improve this answer



                share|improve this answer








                edited Mar 28 at 11:39

























                answered Mar 28 at 11:34









                Rabbid76Rabbid76

                60k13 gold badges39 silver badges71 bronze badges




                60k13 gold badges39 silver badges71 bronze badges





















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