What is the purpose of glTranslatef() method?
I am quite a beginner in openGl. Can you please tell me about
glTranslatef();
glScalef();
glBegin ();
I have searched for them in google but couldn't get the answer.
Thankyou
opengl
add a comment |
I am quite a beginner in openGl. Can you please tell me about
glTranslatef();
glScalef();
glBegin ();
I have searched for them in google but couldn't get the answer.
Thankyou
opengl
add a comment |
I am quite a beginner in openGl. Can you please tell me about
glTranslatef();
glScalef();
glBegin ();
I have searched for them in google but couldn't get the answer.
Thankyou
opengl
I am quite a beginner in openGl. Can you please tell me about
glTranslatef();
glScalef();
glBegin ();
I have searched for them in google but couldn't get the answer.
Thankyou
opengl
opengl
edited Nov 21 '18 at 9:25
JeJo
4,5073726
4,5073726
asked Dec 27 '15 at 13:17
IonyIony
7817
7817
add a comment |
add a comment |
2 Answers
2
active
oldest
votes
glTranslate produces a translation by x y z . The current matrix (see glMatrixMode) is multiplied by this translation matrix,
with the product replacing the current matrix, as ifglMultMatrix
were called with the following matrix for its argument:
1 0 0 x
0 1 0 y
0 0 1 z
0 0 0 1
If the matrix mode is either
GL_MODELVIEW
orGL_PROJECTION
, all
objects drawn after a call to glTranslate are translated.
Use
glPushMatrix
andglPopMatrix
to save and restore the
untranslated coordinate system.
More information about glTranslate
glScale produces a nonuniform scaling along the x, y, and z axes. The three parameters indicate the desired scale factor along each of
the three axes.
The current matrix (see glMatrixMode) is multiplied by this
scale matrix, and the product replaces the current matrix as if
glMultMatrix were called with the following matrix as its argument:
x 0 0 0
0 y 0 0
0 0 z 0
0 0 0 1
If the matrix mode is either
GL_MODELVIEW
orGL_PROJECTION
, all
objects drawn after glScale is called are scaled.
Use
glPushMatrix
andglPopMatrix
to save and restore the unscaled
coordinate system.
More information about glScale
glBegin and glEnd delimit the vertices that define a primitive or a group of like primitives. glBegin accepts a single
argument that specifies in which of ten ways the vertices are
interpreted. Taking n as an integer count starting at one, and N as
the total number of vertices specified.
More information on glBegin
if we useglTranslatef();
andglScalef();
together what effect will be taken plece
– Iony
Dec 27 '15 at 13:35
I am extremely new.. please help me
– Iony
Dec 27 '15 at 13:35
glTranslate get the position of the objects just like ex-glTranslatef(1,1,2); and glScalef() scale it as multiply the current matrix by a general scaling matrix.like this glscalef(10,10,10)
– AVI
Dec 27 '15 at 13:51
Scale, just like Rotate, operates from the origin and important thing is Don't forget to use transformations in the required order
– AVI
Dec 27 '15 at 13:59
add a comment |
DoughnutZombie - has given the valid & correct answer.
but, in simple terms, IIRC you can think of them a little like:
- glTranslate lets you "move" things
- glScale is to scale them
- and glBegin to let opengl know you are about to give something, like a list of vertices to draw a triangle
You will indeed need to use pushmatrix and popmatrix
All of these should be covered in most newcomers tutorials, may I recommend the legacy tutorials at http://nehe.gamedev.net/
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
glTranslate produces a translation by x y z . The current matrix (see glMatrixMode) is multiplied by this translation matrix,
with the product replacing the current matrix, as ifglMultMatrix
were called with the following matrix for its argument:
1 0 0 x
0 1 0 y
0 0 1 z
0 0 0 1
If the matrix mode is either
GL_MODELVIEW
orGL_PROJECTION
, all
objects drawn after a call to glTranslate are translated.
Use
glPushMatrix
andglPopMatrix
to save and restore the
untranslated coordinate system.
More information about glTranslate
glScale produces a nonuniform scaling along the x, y, and z axes. The three parameters indicate the desired scale factor along each of
the three axes.
The current matrix (see glMatrixMode) is multiplied by this
scale matrix, and the product replaces the current matrix as if
glMultMatrix were called with the following matrix as its argument:
x 0 0 0
0 y 0 0
0 0 z 0
0 0 0 1
If the matrix mode is either
GL_MODELVIEW
orGL_PROJECTION
, all
objects drawn after glScale is called are scaled.
Use
glPushMatrix
andglPopMatrix
to save and restore the unscaled
coordinate system.
More information about glScale
glBegin and glEnd delimit the vertices that define a primitive or a group of like primitives. glBegin accepts a single
argument that specifies in which of ten ways the vertices are
interpreted. Taking n as an integer count starting at one, and N as
the total number of vertices specified.
More information on glBegin
if we useglTranslatef();
andglScalef();
together what effect will be taken plece
– Iony
Dec 27 '15 at 13:35
I am extremely new.. please help me
– Iony
Dec 27 '15 at 13:35
glTranslate get the position of the objects just like ex-glTranslatef(1,1,2); and glScalef() scale it as multiply the current matrix by a general scaling matrix.like this glscalef(10,10,10)
– AVI
Dec 27 '15 at 13:51
Scale, just like Rotate, operates from the origin and important thing is Don't forget to use transformations in the required order
– AVI
Dec 27 '15 at 13:59
add a comment |
glTranslate produces a translation by x y z . The current matrix (see glMatrixMode) is multiplied by this translation matrix,
with the product replacing the current matrix, as ifglMultMatrix
were called with the following matrix for its argument:
1 0 0 x
0 1 0 y
0 0 1 z
0 0 0 1
If the matrix mode is either
GL_MODELVIEW
orGL_PROJECTION
, all
objects drawn after a call to glTranslate are translated.
Use
glPushMatrix
andglPopMatrix
to save and restore the
untranslated coordinate system.
More information about glTranslate
glScale produces a nonuniform scaling along the x, y, and z axes. The three parameters indicate the desired scale factor along each of
the three axes.
The current matrix (see glMatrixMode) is multiplied by this
scale matrix, and the product replaces the current matrix as if
glMultMatrix were called with the following matrix as its argument:
x 0 0 0
0 y 0 0
0 0 z 0
0 0 0 1
If the matrix mode is either
GL_MODELVIEW
orGL_PROJECTION
, all
objects drawn after glScale is called are scaled.
Use
glPushMatrix
andglPopMatrix
to save and restore the unscaled
coordinate system.
More information about glScale
glBegin and glEnd delimit the vertices that define a primitive or a group of like primitives. glBegin accepts a single
argument that specifies in which of ten ways the vertices are
interpreted. Taking n as an integer count starting at one, and N as
the total number of vertices specified.
More information on glBegin
if we useglTranslatef();
andglScalef();
together what effect will be taken plece
– Iony
Dec 27 '15 at 13:35
I am extremely new.. please help me
– Iony
Dec 27 '15 at 13:35
glTranslate get the position of the objects just like ex-glTranslatef(1,1,2); and glScalef() scale it as multiply the current matrix by a general scaling matrix.like this glscalef(10,10,10)
– AVI
Dec 27 '15 at 13:51
Scale, just like Rotate, operates from the origin and important thing is Don't forget to use transformations in the required order
– AVI
Dec 27 '15 at 13:59
add a comment |
glTranslate produces a translation by x y z . The current matrix (see glMatrixMode) is multiplied by this translation matrix,
with the product replacing the current matrix, as ifglMultMatrix
were called with the following matrix for its argument:
1 0 0 x
0 1 0 y
0 0 1 z
0 0 0 1
If the matrix mode is either
GL_MODELVIEW
orGL_PROJECTION
, all
objects drawn after a call to glTranslate are translated.
Use
glPushMatrix
andglPopMatrix
to save and restore the
untranslated coordinate system.
More information about glTranslate
glScale produces a nonuniform scaling along the x, y, and z axes. The three parameters indicate the desired scale factor along each of
the three axes.
The current matrix (see glMatrixMode) is multiplied by this
scale matrix, and the product replaces the current matrix as if
glMultMatrix were called with the following matrix as its argument:
x 0 0 0
0 y 0 0
0 0 z 0
0 0 0 1
If the matrix mode is either
GL_MODELVIEW
orGL_PROJECTION
, all
objects drawn after glScale is called are scaled.
Use
glPushMatrix
andglPopMatrix
to save and restore the unscaled
coordinate system.
More information about glScale
glBegin and glEnd delimit the vertices that define a primitive or a group of like primitives. glBegin accepts a single
argument that specifies in which of ten ways the vertices are
interpreted. Taking n as an integer count starting at one, and N as
the total number of vertices specified.
More information on glBegin
glTranslate produces a translation by x y z . The current matrix (see glMatrixMode) is multiplied by this translation matrix,
with the product replacing the current matrix, as ifglMultMatrix
were called with the following matrix for its argument:
1 0 0 x
0 1 0 y
0 0 1 z
0 0 0 1
If the matrix mode is either
GL_MODELVIEW
orGL_PROJECTION
, all
objects drawn after a call to glTranslate are translated.
Use
glPushMatrix
andglPopMatrix
to save and restore the
untranslated coordinate system.
More information about glTranslate
glScale produces a nonuniform scaling along the x, y, and z axes. The three parameters indicate the desired scale factor along each of
the three axes.
The current matrix (see glMatrixMode) is multiplied by this
scale matrix, and the product replaces the current matrix as if
glMultMatrix were called with the following matrix as its argument:
x 0 0 0
0 y 0 0
0 0 z 0
0 0 0 1
If the matrix mode is either
GL_MODELVIEW
orGL_PROJECTION
, all
objects drawn after glScale is called are scaled.
Use
glPushMatrix
andglPopMatrix
to save and restore the unscaled
coordinate system.
More information about glScale
glBegin and glEnd delimit the vertices that define a primitive or a group of like primitives. glBegin accepts a single
argument that specifies in which of ten ways the vertices are
interpreted. Taking n as an integer count starting at one, and N as
the total number of vertices specified.
More information on glBegin
edited May 19 '18 at 22:51
AbcAeffchen
8,685123553
8,685123553
answered Dec 27 '15 at 13:26
AVIAVI
4,41152233
4,41152233
if we useglTranslatef();
andglScalef();
together what effect will be taken plece
– Iony
Dec 27 '15 at 13:35
I am extremely new.. please help me
– Iony
Dec 27 '15 at 13:35
glTranslate get the position of the objects just like ex-glTranslatef(1,1,2); and glScalef() scale it as multiply the current matrix by a general scaling matrix.like this glscalef(10,10,10)
– AVI
Dec 27 '15 at 13:51
Scale, just like Rotate, operates from the origin and important thing is Don't forget to use transformations in the required order
– AVI
Dec 27 '15 at 13:59
add a comment |
if we useglTranslatef();
andglScalef();
together what effect will be taken plece
– Iony
Dec 27 '15 at 13:35
I am extremely new.. please help me
– Iony
Dec 27 '15 at 13:35
glTranslate get the position of the objects just like ex-glTranslatef(1,1,2); and glScalef() scale it as multiply the current matrix by a general scaling matrix.like this glscalef(10,10,10)
– AVI
Dec 27 '15 at 13:51
Scale, just like Rotate, operates from the origin and important thing is Don't forget to use transformations in the required order
– AVI
Dec 27 '15 at 13:59
if we use
glTranslatef();
and glScalef();
together what effect will be taken plece– Iony
Dec 27 '15 at 13:35
if we use
glTranslatef();
and glScalef();
together what effect will be taken plece– Iony
Dec 27 '15 at 13:35
I am extremely new.. please help me
– Iony
Dec 27 '15 at 13:35
I am extremely new.. please help me
– Iony
Dec 27 '15 at 13:35
glTranslate get the position of the objects just like ex-glTranslatef(1,1,2); and glScalef() scale it as multiply the current matrix by a general scaling matrix.like this glscalef(10,10,10)
– AVI
Dec 27 '15 at 13:51
glTranslate get the position of the objects just like ex-glTranslatef(1,1,2); and glScalef() scale it as multiply the current matrix by a general scaling matrix.like this glscalef(10,10,10)
– AVI
Dec 27 '15 at 13:51
Scale, just like Rotate, operates from the origin and important thing is Don't forget to use transformations in the required order
– AVI
Dec 27 '15 at 13:59
Scale, just like Rotate, operates from the origin and important thing is Don't forget to use transformations in the required order
– AVI
Dec 27 '15 at 13:59
add a comment |
DoughnutZombie - has given the valid & correct answer.
but, in simple terms, IIRC you can think of them a little like:
- glTranslate lets you "move" things
- glScale is to scale them
- and glBegin to let opengl know you are about to give something, like a list of vertices to draw a triangle
You will indeed need to use pushmatrix and popmatrix
All of these should be covered in most newcomers tutorials, may I recommend the legacy tutorials at http://nehe.gamedev.net/
add a comment |
DoughnutZombie - has given the valid & correct answer.
but, in simple terms, IIRC you can think of them a little like:
- glTranslate lets you "move" things
- glScale is to scale them
- and glBegin to let opengl know you are about to give something, like a list of vertices to draw a triangle
You will indeed need to use pushmatrix and popmatrix
All of these should be covered in most newcomers tutorials, may I recommend the legacy tutorials at http://nehe.gamedev.net/
add a comment |
DoughnutZombie - has given the valid & correct answer.
but, in simple terms, IIRC you can think of them a little like:
- glTranslate lets you "move" things
- glScale is to scale them
- and glBegin to let opengl know you are about to give something, like a list of vertices to draw a triangle
You will indeed need to use pushmatrix and popmatrix
All of these should be covered in most newcomers tutorials, may I recommend the legacy tutorials at http://nehe.gamedev.net/
DoughnutZombie - has given the valid & correct answer.
but, in simple terms, IIRC you can think of them a little like:
- glTranslate lets you "move" things
- glScale is to scale them
- and glBegin to let opengl know you are about to give something, like a list of vertices to draw a triangle
You will indeed need to use pushmatrix and popmatrix
All of these should be covered in most newcomers tutorials, may I recommend the legacy tutorials at http://nehe.gamedev.net/
answered Dec 27 '15 at 13:38
ChozabuChozabu
6461728
6461728
add a comment |
add a comment |
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