Transform OpenGL coordinates to lower UIView coordinates
Posted
by John Qualis
on Stack Overflow
See other posts from Stack Overflow
or by John Qualis
Published on 2010-03-15T10:28:38Z
Indexed on
2010/03/15
14:49 UTC
Read the original article
Hit count: 803
Hi,
I am new to OpenGL over iPhone. I am developing an iPhone app similar to a barcode reader but with an extra OpenGL layer. The bottommost layer is UIImagePickerController, then I use UIView on top and draw a rectangle at certain co-ordinates on the iphone screen. So far everything is OK. Then I am trying to draw an OpenGL 3-D model in that rectangle. I am able to load a 3-D model in the iPhone based on this code here - http://iphonedevelopment.blogspot.com/2008/12/start-of-wavefront-obj-file-loader.html
I am not able to transform the co-ordinates of the rectangle into OpenGL co-ordinates. Appreciate any help.
Do I need to use a matrix to translate the currentPosition of the 3-D model so it is drawn within myRect? The code is given below.. Appreciate any help/pointers in this regards.
John
- (void)drawView:(GLView*)view
{
static GLfloat rotation = 0.0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glColor4f(0.0, 0.5, 1.0, 1.0);
// The coordinates of the rectangle are myRect.x,
// myRect.y, myRect.width, myRect.height
// Do I need a transform matrix here?
//glOrthof(-160.0f, 160.0f, -240.0f, 240.0f, -1.0f, 1.0f);
[plane drawSelf];
.... }
-(void)setupView:(GLView*)view
{
const GLfloat zNear = 0.01, zFar = 1000.0, fieldOfView = 45.0;
GLfloat size;
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
//glMatrixMode(GL_MODELVIEW);
size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0);
CGRect rect = view.bounds;
glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size /
(rect.size.width / rect.size.height), zNear, zFar);
glViewport(0, 0, rect.size.width, rect.size.height);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
}
© Stack Overflow or respective owner