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Thread: How many kinds of coordinate in openGl?

  1. #1
    Junior Member Newbie
    Join Date
    Aug 2001
    Location
    Beijing China
    Posts
    6

    How many kinds of coordinate in openGl?

    I know there are view coordinate and world coordinate.
    I want to know which point is the orgin point
    in the screen and each direction of the "x","y","z".
    In a sample,there are a SolidSphere ,when the function " glTranslatef(-3.75,3.0,0.0)"
    was used ,it appeared on the left-top of the screen, but when
    "glTranslatef(-3.75,3.0,0.0)" was used ,it appeared on the right top of the screen,I wonder the width of the screen less than 10.
    And where is the orign point ?

  2. #2
    Senior Member Regular Contributor
    Join Date
    Aug 2001
    Location
    England
    Posts
    173

    Re: How many kinds of coordinate in openGl?

    The standard OpenGL coordinate system is, I believe, one where:

    The X axis runs from left to right, increasing in positive value from left to right.

    The Y axis runs from bottom to top, increasing in positive value from bottom to top.

    The Z axis runs into and out of the screen, increasing in positive value going out of the screen towards the viewer.

    There are a bunch of transformations too -
    Viewing - specifies location of camera
    Modelling - handles moving of objects in scene
    Projection - defines view volume/clip planes
    Viewport - maps 2D projection to rendering window

    -Mezz

    [This message has been edited by Mezz (edited 08-21-2001).]

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