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Old August 28th, 2011, 06:04 AM   #1 (permalink)
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Arrow OpenGL GLU.gluLookAt() makes blank screen??

Why isn't my camera moving at all???
I want my camera to move along the x-axis, but it doesn't move along any axis. Not even when I set cameraX,Y,Z to different values manually!

Please help me.. all code below!

Code:
	public boolean OnTouchEvent(final MotionEvent event) {
		cameraX += 0.2f;
		cameraY += 0.2f;
		cameraZ += 0.2f;
		return true;
	}
Code:
	@Override
	public void onSurfaceChanged(GL10 gl, int width, int height) {
		if (height == 0) height = 1;   // To prevent divide by zero
	      float aspect = (float)width / height;
	   
	      // Set the view port (display area) to cover the entire window
	      gl.glViewport(0, 0, width, height);
	  
	      // Setup perspective projection, with aspect ratio matches view port
	      gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix
	      gl.glLoadIdentity();                 // Reset projection matrix
	      // Use perspective projection
	      GLU.gluPerspective(gl, 45.0f, aspect, 0.1f, 100.0f);
 
	      gl.glMatrixMode(GL10.GL_MODELVIEW);  // Select model-view matrix
	      gl.glLoadIdentity();    
	      // Reset
	  
	      // Your OpenGL|ES display re-sizing code here
	      // ......
	}
Code:
	@Override
	public void onDrawFrame(GL10 gl) {
		// Clear color and depth buffers using clear-value set earlier
	    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
	    
	    //gl.glLoadIdentity();  // Reset model-view matrix
	    //gl.glTranslatef(0.0f, 0.0f, -6.0f);   // Translate into the screen
	    //quad.draw(gl);
	    
	    GLU.gluLookAt(gl, cameraX, cameraY, cameraZ, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
	    
	    for(int i = 0; i < quadAmount; i++) {
	    	
	    	gl.glLoadIdentity();
	    	gl.glTranslatef(quadx[i], 0.0f, quadz[i]);
	    	quad.draw(gl);
	    
	    	if(quadz[i] > 2.0f) {
	    		quadz[i] = (float) (-20 - rand.nextInt(10));
	    		if(rand.nextBoolean())
	    			quadx[i] = (float) (Math.random() * 15);
	    		else
	    			quadx[i] = (float) (Math.random() * -15);
	    	}
	    
	    	quadz[i] += 0.2f;
	    }
	    
	    cameraX += 1.0f;
    
	    // Your OpenGL|ES rendering code here
	    // ......
	}
EDIT: Now I've tried setting gluLookAt() in the bottom of the draw class, which is after gl.LoadIdentity() has been called, but no changes.

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Last edited by AndroidJobo; August 28th, 2011 at 06:26 AM.
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android, camera, glu, glulookat, java, move, opengl, perspective, translate


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