Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- //WHERE I SETUP CAMERA
- vec3D lookAt = pos.add(front);
- glu.gluLookAt(pos.x, pos.y, pos.z,
- lookAt.x, lookAt.y, lookAt.z,
- up.x, up.y, up.z);
- // WHERE I DRAW THE NODES
- for(node n : sortedNodes) {
- gl.glPushMatrix();
- n.t.render(gl);
- gl.glBegin(GL.GL_TRIANGLES);
- if(alpha)
- gl.glColor4f(n.r, n.g, n.b, n.a);
- else
- gl.glColor3f(n.r, n.g, n.b);
- for(int tri = 0; tri < n.verts.length;) {
- gl.glVertex3f(n.verts[tri++], n.verts[tri++], n.verts[tri++]);
- }
- gl.glEnd();
- gl.glPopMatrix();
- }
- //WHERE I ATTEMP TO ROTATE NODE
- void render(GL gl) {
- matrix m = new matrix(4,4);
- m.setIdentity();
- m.set(0, 0, up.x); m.set(1, 0, right.x); m.set(2, 0, front.x);
- m.set(0, 1, up.y); m.set(1, 1, right.y); m.set(2, 1, front.y);
- m.set(0, 2, up.z); m.set(1, 2, right.z); m.set(2, 2, front.z);
- gl.glMultMatrixf( m.toArray(), 0); //<-- WHEN i remove this it renders fine just without nodes being rotated.
- gl.glTranslatef( pos.x, pos.y, pos.z);
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement