Results 1 to 3 of 3

Thread: translation

  1. #1
    Member Contributor
    Join Date
    Jun 2003
    Location
    South Carolina
    Posts
    70

    translation

    is there a way to translate back to the origin (back to 0.0,0.0,0.0) if you don't know where you currently are translated? I am having problems with printing things out. things that are supposed to be at the same x coordinate are not. I used a glTranslatef() to translate then print the words, then I translated back the same amount, but it is still screwed up. I just want to be able to translate back to the origin. I would post some code, but it is quite in depth... if you need it just ask and I will provide the best I can.. thank you very much.
    David
    -David

  2. #2
    Member Contributor
    Join Date
    Jul 2002
    Location
    Southampton, PA, USA
    Posts
    61

    Re: translation

    You can use LoadIdentity() or PushMatrix() and PopMatrix() to restore initial conditions.

  3. #3
    Member Contributor
    Join Date
    Jun 2003
    Location
    South Carolina
    Posts
    70

    Re: translation

    thanks alot, push and pop worked like a charm
    -David

Similar Threads

  1. Translation
    By Kurtishome in forum OpenGL: Basic Coding
    Replies: 1
    Last Post: 10-16-2013, 10:18 PM
  2. Translation
    By sisolina_23 in forum OpenGL: Basic Coding
    Replies: 4
    Last Post: 07-21-2012, 03:26 PM
  3. Translation within a translation
    By Tummy in forum OpenGL: Basic Coding
    Replies: 4
    Last Post: 08-15-2008, 08:13 PM
  4. Doing your own translation
    By howie in forum OpenGL: Basic Coding
    Replies: 4
    Last Post: 01-12-2004, 01:29 PM
  5. translation
    By lee in forum OpenGL: Basic Coding
    Replies: 0
    Last Post: 08-23-2000, 09:42 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Proudly hosted by Digital Ocean