Question

my next question(or problem) in line is that when i load a model with glm, im able to see through parts of the model for example: if there were two mountains one in front of the other, i could see through the nearer mountain.

i would show a picture but it wouldnt be understandable since the texture doesnt work.

heres that problem here:

enter image description here

OLDER STUFF:vvvvvvvvvvvvvvvvvvvvvvv

all im wondering is: what is the best Matrix mode for using glm?

i have been used to GL_PROJECTION but its giving me too many problems when loading my model

and with GL_MODELVIEW im not able to move the camera back

i am also wondering: if i use GL_MODELVIEW, then how can i move the "camera" in the scene? is there a way to maybe setup one since ima have to eventually?

EDIT: alright heres some code to give you guys some kind of vision:

#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <iostream>
#include <string>
#include <stdio.h>
#include <fstream>
#include <assert.h>
#include <vector>
#include <glm/glm.h>
#include <glm/glmint.h>
#include "Item.hpp"
#include "Player.hpp"

///GOLD WAVE
using namespace std;
///GLOBAL VARIABLES
vector<sf::Sprite> SpriteList;
vector<GLMmodel*> ModelList;
vector<GLuint> _texture;
vector<Item*> DefItemList;
Player *pPlayer=new Player();

sf::RenderWindow GameWind(sf::VideoMode(800,600,32),"Carperon Game Window",sf::Style::Titlebar);
sf::View GameView(sf::FloatRect(0,0,25,18.75));//65x45 and 8x  0,0,65,45

///PROTOTYPE FUNCTIONS
void SFMLcreate();
void SFMLdraw();
void GLMcreate();
void GLdraw();
GLuint LoadTexture();
void GLiniti();
void ITEMdefault();
///////////////////////////////////STOP PROTOTYPES//////////////////////////////
//////////////////////////////////FUNCTIONS//////////////////////////////////
int main()
{
    GLiniti();
    SFMLcreate();
    GLMcreate();
    ITEMdefault();
    sf::Event EventMain;
    vector<sf::Sprite> ShowingBag;
    sf::Image isbItem[45],iseItem[6];
    sf::Sprite sbItem[45],seItem[6];
    int BagSlotX[45] {0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30,0,15,30};
    int BagSlotY[45] {0,0,0,15,15,15,30,30,30,0,0,0,15,15,15,30,30,30,0,0,0,15,15,15,30,30,30,0,0,0,15,15,15,30,30,30,0,0,0,15,15,15,30,30,30};
    int EquipSlotY[6] {0,15,30,0,15,30};
    bool BagUpdate = true;
    int click = 0;
    ///MAIN PLAYER
    pPlayer->PlayerCreate("Molma");
    pPlayer->EquipFill(DefItemList[0]);

    pPlayer->AddItem(DefItemList[1]);
    pPlayer->AddItem(DefItemList[2]);
    pPlayer->AddItem(DefItemList[3]);
    pPlayer->AddItem(DefItemList[4]);

    while(GameWind.IsOpened())
    {
        while(GameWind.GetEvent(EventMain))
        {
            //If its closed
            if(EventMain.Type==sf::Event::Closed)
            {
                //Close the whole thing!
                //GameWind.Close();
                GameWind.Close();
            }
        }
        float MouseX = (GameWind.GetInput().GetMouseX()/32.f);
        float MouseY = (GameWind.GetInput().GetMouseY()/32.f);
        if(GameWind.GetInput().IsKeyDown(sf::Key::Escape))
        {
            GameWind.Close();
            //GameWind.Close();
        }
/////////////////////////////BEGIN INPUT/////////////////////////////////////////////////
        if(GameWind.GetInput().IsKeyDown(sf::Key::Return))
        {
            pPlayer->RandHealth();
            BagUpdate = true;

        }
        if(GameWind.GetInput().IsKeyDown(sf::Key::Z))
        {
            pPlayer->GetHit();
        }

        if(GameWind.GetInput().IsMouseButtonDown(sf::Mouse::Right)&&click<=0)
        {
            for(int a=0;a<pPlayer->Bag.size();++a)
            {
                if(MouseX>((17.f+(BagSlotX[a]))/16.f)&&MouseX<(((32.f+(BagSlotX[a]))/16.f))&&MouseY>((60.f+(BagSlotY[a]))/16.f)&&MouseY<(((75.f+(BagSlotY[a]))/16.f)))
                {
                    pPlayer->ItemUse(pPlayer->Bag[a],a);
                    BagUpdate = true;
                    click=20;
                        //cout << "Item used!" << endl;
                }
            }
            for(int b=0;b<6;++b)
            {
                if(MouseX>2.f/16.f&&MouseX<17.f/16.f&&MouseY>((60.f+(EquipSlotY[b]))/16.f)&&MouseY<((75.f+(EquipSlotY[b]))/16.f)&&pPlayer->EqSpot[b]->get_Type()!="Blank Spot")
                {
                    pPlayer->Unequip(pPlayer->EqSpot[b],DefItemList[0],b);
                    BagUpdate = true;
                    click=20;
                }
            }
        }
///////////////////////////////END INPUT/////////////////////////////////////////////////

//////////////////////////////AUTO FUNCTIONS//////////////////////////////////////////////

        pPlayer->Guarding();
        pPlayer->HitTiming();
        if(BagUpdate)
        {
            for(int a=0;a<pPlayer->Bag.size();++a)
            {
                isbItem[a].LoadFromFile("Graphics/Items.png");
                sbItem[a].SetImage(isbItem[a]);
                sbItem[a].SetPosition(((17.f+(BagSlotX[a]))/16.f),((60.f+(BagSlotY[a]))/16.f));
            }
            for(int b=0;b<6;++b)
            {
                    iseItem[b].LoadFromFile("Graphics/Items.png");
                    seItem[b].SetImage(iseItem[b]);
                    seItem[b].SetPosition(2.f/16.f,((60.f+(EquipSlotY[b]))/16.f));
            }
            BagUpdate=false;
        }
        if(click>0)
        {
            click-=1;
        }

        SpriteList[22].SetPosition(MouseX,MouseY);

        GameWind.SetView(GameView);
        GLdraw();
        SFMLdraw();

        for(int a=((pPlayer->get_BagShow())*9);a<((pPlayer->get_BagShow()*9)+9);++a)//18-27=A
        {
            if(a<pPlayer->Bag.size())
            {

            sbItem[a].Resize(15.f/16.f,15.f/16.f);
            sbItem[a].SetSubRect(sf::IntRect((pPlayer->Bag[a]->get_Index()*15),0,((pPlayer->Bag[a]->get_Index()*15)+15),15));
            GameWind.Draw(sbItem[a]);
            //cout << "Items Drawn! Position: " << BagSlotX[a] << "," << BagSlotY[a] << "Item: " << a << endl;
                //image pos resize subrect
            }
        }
        for(int b=((pPlayer->get_EquipShow())*3);b<((pPlayer->get_EquipShow()*3)+3);++b)
        {

                seItem[b].Resize(15.f/16.f,15.f/16.f);
                seItem[b].SetSubRect(sf::IntRect((pPlayer->EqSpot[b]->get_Index()*15),0,((pPlayer->EqSpot[b]->get_Index()*15)+15),15));
                GameWind.Draw(seItem[b]);

        }

        GameWind.Draw(SpriteList[16]);
        GameWind.Draw(SpriteList[20]);
        GameWind.Draw(SpriteList[21]);
        GameWind.Draw(SpriteList[22]);
        GameWind.Display();
        GameWind.SetFramerateLimit(60);
    }
    return EXIT_SUCCESS;
}



void SFMLcreate()
{
    sf::Image iStatBack,iStatWindow,ipHealth,ipEnergy,ipStr,ipDex,ipInt,ipEnd,ipCrit,ipSwd,ipAxe,ipBow,ipStar,ipWand,ipStaff,ipBag,ipEquip,ipSkills,ipNumHP,ipNumEP,ipGuard,ipRank,ipRankXP,iCursor;
    sf::Sprite StatBack,StatWindow,pHealth,pEnergy,pStr,pDex,pInt,pEnd,pCrit,pSwd,pAxe,pBow,pStar,pWand,pStaff,pBag,pEquip,pSkills,pNumHP,pNumEP,pGuard,pRank,pRankXP,Cursor;
    sf::Font MainFont;

    //LoadFromFile
    iStatBack.LoadFromFile("Graphics/Player Stats/Stats Back.png");
    iStatWindow.LoadFromFile("Graphics/Player Stats/StatWindow2.png");
    ipHealth.LoadFromFile("Graphics/Player Stats/Health.png");
    ipEnergy.LoadFromFile("Graphics/Player Stats/Energy.png");
    ipStr.LoadFromFile("Graphics/Player Stats/Strength.png");
    ipDex.LoadFromFile("Graphics/Player Stats/Dexterity.png");
    ipInt.LoadFromFile("Graphics/Player Stats/Intellegence.png");
    ipEnd.LoadFromFile("Graphics/Player Stats/Endurance.png");
    ipCrit.LoadFromFile("Graphics/Player Stats/Critical.png");
    ipSwd.LoadFromFile("Graphics/Player Stats/Sword Mast.png");
    ipAxe.LoadFromFile("Graphics/Player Stats/Axe Mast.png");
    ipBow.LoadFromFile("Graphics/Player Stats/Bow Mast.png");
    ipStar.LoadFromFile("Graphics/Player Stats/Star Mast.png");
    ipWand.LoadFromFile("Graphics/Player Stats/Wand Mast.png");
    ipStaff.LoadFromFile("Graphics/Player Stats/Staff Mast.png");
    ipBag.LoadFromFile("Graphics/Player Stats/Bag.png");
    ipEquip.LoadFromFile("Graphics/Player Stats/Bag.png");
    ipSkills.LoadFromFile("Graphics/Player Stats/Skill.png");
    ipNumHP.LoadFromFile("Graphics/Player Stats/Number HE.png");
    ipNumEP.LoadFromFile("Graphics/Player Stats/Number HE.png");
    ipGuard.LoadFromFile("Graphics/Player Stats/Guard.png");
    ipRank.LoadFromFile("Graphics/Player Stats/Rank.png");
    ipRankXP.LoadFromFile("Graphics/Player Stats/RankXP.png");
    iCursor.LoadFromFile("Graphics/Cursor.png");

    //SetSmooth()
    ipStr.SetSmooth(false);
    ipDex.SetSmooth(false);
    ipInt.SetSmooth(false);
    ipEnd.SetSmooth(false);
    ipCrit.SetSmooth(false);
    ipSwd.SetSmooth(false);
    ipAxe.SetSmooth(false);
    ipBow.SetSmooth(false);
    ipStar.SetSmooth(false);
    ipWand.SetSmooth(false);
    ipStaff.SetSmooth(false);
    ipSkills.SetSmooth(false);
    ipHealth.SetSmooth(false);
    ipEnergy.SetSmooth(false);
    ipGuard.SetSmooth(false);
    ipNumHP.SetSmooth(false);
    ipNumEP.SetSmooth(false);
    ipRankXP.SetSmooth(false);
    ipRank.SetSmooth(false);
    //SetImage!!
    StatBack.SetImage(iStatBack);
    StatWindow.SetImage(iStatWindow);
    pHealth.SetImage(ipHealth);
    pEnergy.SetImage(ipEnergy);
    pStr.SetImage(ipStr);
    pDex.SetImage(ipDex);
    pInt.SetImage(ipInt);
    pEnd.SetImage(ipEnd);
    pCrit.SetImage(ipCrit);
    pSwd.SetImage(ipSwd);
    pAxe.SetImage(ipAxe);
    pBow.SetImage(ipBow);
    pStar.SetImage(ipStar);
    pWand.SetImage(ipWand);
    pStaff.SetImage(ipStaff);
    pBag.SetImage(ipBag);
    pEquip.SetImage(ipEquip);
    pSkills.SetImage(ipSkills);
    pNumHP.SetImage(ipNumHP);
    pNumEP.SetImage(ipNumEP);
    pGuard.SetImage(ipGuard);
    pRank.SetImage(ipRank);
    pRankXP.SetImage(ipRankXP);
    Cursor.SetImage(iCursor);
    //SetPosition(x,y)!!
    StatBack.SetPosition(0,0);
    StatWindow.SetPosition(-5.f/16.f,-5.f/16.f);
    pHealth.SetPosition(5.f/16.f,23.25f/16.f);
    pEnergy.SetPosition(5.f/16.f,31.5f/16.f);
    pStr.SetPosition(59.f/16.f,23.f/16.f);
    pDex.SetPosition(59.f/16.f,35.f/16.f);
    pInt.SetPosition(59.f/16.f,47.f/16.f);
    pEnd.SetPosition(3.f/16.f,37.f/16.f);
    pCrit.SetPosition(32.f/16.f,37.f/16.f);
    pSwd.SetPosition(63.f/16.f,21.f/16.f);
    pAxe.SetPosition(63.f/16.f,29.f/16.f);
    pBow.SetPosition(63.f/16.f,33.f/16.f);
    pStar.SetPosition(63.f/16.f,41.f/16.f);
    pWand.SetPosition(63.f/16.f,45.f/16.f);
    pStaff.SetPosition(63.f/16.f,53.f/16.f);
    pBag.SetPosition(2.f/16.f,60.f/16.f);
    pEquip.SetPosition(2.f/16.f,60.f/16.f);
    pSkills.SetPosition(71.f/16.f,61.f/16.f);
    pNumHP.SetPosition(4.f/16.f,22.f/16.f);
    pNumEP.SetPosition(4.f/16.f,30.f/16.f);
    pGuard.SetPosition(4.f/16.f,22.5f/16.f);
    pRank.SetPosition(41.5f/16.f,25.f/16.f);
    pRankXP.SetPosition(39.5f/16.f,23.f/16.f);

    //VECTOR STORE
    SpriteList.push_back(StatWindow);
    SpriteList.push_back(pHealth);
    SpriteList.push_back(pEnergy);
    SpriteList.push_back(pStr);
    SpriteList.push_back(pDex);
    SpriteList.push_back(pInt);
    SpriteList.push_back(pEnd);
    SpriteList.push_back(pCrit);
    SpriteList.push_back(pSwd);
    SpriteList.push_back(pAxe);
    SpriteList.push_back(pBow);
    SpriteList.push_back(pStar);
    SpriteList.push_back(pWand);
    SpriteList.push_back(pStaff);
    SpriteList.push_back(pBag);
    SpriteList.push_back(pEquip);
    SpriteList.push_back(pSkills);
    SpriteList.push_back(pNumHP);
    SpriteList.push_back(pNumEP);
    SpriteList.push_back(pGuard);
    SpriteList.push_back(pRank);
    SpriteList.push_back(pRankXP);
    SpriteList.push_back(Cursor);


}


void SFMLdraw()
{
//////////////////////////////STAT RESIZE/SUBRECT///////////////////////////////////////
        SpriteList[1].SetSubRect(sf::IntRect(0,0,120,12)); //30,3
        SpriteList[2].SetSubRect(sf::IntRect(0,0,120,12)); //30,3
        SpriteList[3].SetSubRect(sf::IntRect(pPlayer->get_Str()*28,0,(pPlayer->get_Str()*28)+28,7)); //28,7
        SpriteList[4].SetSubRect(sf::IntRect(pPlayer->get_Dex()*28,0,(pPlayer->get_Dex()*28)+28,7)); //28,7
        SpriteList[5].SetSubRect(sf::IntRect(pPlayer->get_Int()*28,0,(pPlayer->get_Int()*28)+28,7)); //28,7
        SpriteList[6].SetSubRect(sf::IntRect(pPlayer->get_End()*28,0,(pPlayer->get_End()*28)+28,7)); //28,7
        SpriteList[7].SetSubRect(sf::IntRect(pPlayer->get_Crit()*28,0,(pPlayer->get_Crit()*28)+28,7)); //28,7
        SpriteList[8].SetSubRect(sf::IntRect(pPlayer->get_Sword()*18,0,(pPlayer->get_Sword()*18)+18,3)); //18,3
        SpriteList[9].SetSubRect(sf::IntRect(pPlayer->get_Axe()*18,0,(pPlayer->get_Axe()*18)+18,3)); //18,3
        SpriteList[10].SetSubRect(sf::IntRect(pPlayer->get_Bow()*18,0,(pPlayer->get_Bow()*18)+18,3)); //18,3
        SpriteList[11].SetSubRect(sf::IntRect(pPlayer->get_Star()*18,0,(pPlayer->get_Star()*18)+18,3)); //18,3
        SpriteList[12].SetSubRect(sf::IntRect(pPlayer->get_Wand()*18,0,(pPlayer->get_Wand()*18)+18,3)); //18,3
        SpriteList[13].SetSubRect(sf::IntRect(pPlayer->get_Staff()*18,0,(pPlayer->get_Staff()*18)+18,3)); //18,3
        SpriteList[14].SetSubRect(sf::IntRect((pPlayer->get_BagShow()*60)+120,0,(pPlayer->get_BagShow()*60)+180,48));
        SpriteList[15].SetSubRect(sf::IntRect(pPlayer->get_EquipShow()*60,0,(pPlayer->get_EquipShow()*60)+60,48));
        SpriteList[16].SetSubRect(sf::IntRect(pPlayer->get_SkillShow()*30,0,(pPlayer->get_SkillShow()*30)+30,64));
        SpriteList[17].SetSubRect(sf::IntRect(pPlayer->get_Health()*7,0,(pPlayer->get_Health()*7)+7,5));
        SpriteList[18].SetSubRect(sf::IntRect(pPlayer->get_Energy()*7,0,(pPlayer->get_Energy()*7)+7,5));
        SpriteList[19].SetSubRect(sf::IntRect(0,0,128,20));
        SpriteList[20].SetSubRect(sf::IntRect(pPlayer->get_Rank()*14,0,(pPlayer->get_Rank()*14)+14,6));//10
        SpriteList[21].SetSubRect(sf::IntRect(pPlayer->get_tRankXPN()*18,0,(pPlayer->get_tRankXPN()*18)+18,10));//16

/////////////////////RESIZE PART
        SpriteList[0].Resize(410.f/16.f,310.f/16.f);
        SpriteList[1].Resize(pPlayer->get_tHealth()/64.f,12.f/64.f);
        SpriteList[2].Resize(pPlayer->get_tEnergy()/64.f,12.f/64.f);
        SpriteList[3].Resize(28.f/16.f,7.f/16.f);
        SpriteList[4].Resize(28.f/16.f,7.f/16.f);
        SpriteList[5].Resize(28.f/16.f,7.f/16.f);
        SpriteList[6].Resize(28.f/16.f,7.f/16.f);
        SpriteList[7].Resize(28.f/16.f,7.f/16.f);
        SpriteList[8].Resize(18.f/16.f,3.f/16.f);
        SpriteList[9].Resize(18.f/16.f,3.f/16.f);
        SpriteList[10].Resize(18.f/16.f,3.f/16.f);
        SpriteList[11].Resize(18.f/16.f,3.f/16.f);
        SpriteList[12].Resize(18.f/16.f,3.f/16.f);
        SpriteList[13].Resize(18.f/16.f,3.f/16.f);
        SpriteList[14].Resize(60.f/16.f,48.f/16.f);
        SpriteList[15].Resize(60.f/16.f,48.f/16.f);
        SpriteList[16].Resize(30.f/16.f,64.f/16.f);
        SpriteList[17].Resize(7.f/16.f,5.f/16.f);
        SpriteList[18].Resize(7.f/16.f,5.f/16.f);
        SpriteList[19].Resize(pPlayer->get_tGuard()/64.f,20.f/64.f);
        SpriteList[20].Resize(14.f/16.f,6.f/16.f);
        SpriteList[21].Resize(18.f/16.f,10.f/16.f);
        SpriteList[22].Resize(15.f/16.f,15.f/16.f);


///////////////////////////////////END RESIZE/SUBRECT!!!////////////////////////////////
////////////////////////////////////DONT TOUCH/////////////////////////////////////////

///////////////////////////////NOW YOU CAN TOUCH//////////////////////////////////////////
//////////////////////////////DRAW STARTS///////////////////////////////////////////////
        GameWind.Draw(SpriteList[0]);
        GameWind.Draw(SpriteList[19]);
        GameWind.Draw(SpriteList[1]);
        GameWind.Draw(SpriteList[17]);
        GameWind.Draw(SpriteList[2]);
        GameWind.Draw(SpriteList[18]);
        GameWind.Draw(SpriteList[3]);
        GameWind.Draw(SpriteList[4]);
        GameWind.Draw(SpriteList[5]);
        GameWind.Draw(SpriteList[6]);
        GameWind.Draw(SpriteList[7]);
        GameWind.Draw(SpriteList[8]);
        GameWind.Draw(SpriteList[9]);
        GameWind.Draw(SpriteList[10]);
        GameWind.Draw(SpriteList[11]);
        GameWind.Draw(SpriteList[12]);
        GameWind.Draw(SpriteList[13]);
        GameWind.Draw(SpriteList[14]);
        GameWind.Draw(SpriteList[15]);
}


void GLMcreate()
{
    GLMmodel* World = glmReadOBJ("3Dobject/WorldMap3Dv1.obj");
    glmUnitize(World);
    glmScale(World,1);
}


void GLdraw()
{
    GameWind.SetActive();
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    ////////AMBIENT LIGHT
    GLfloat AmbientColor[] = {0.05f,0.05f,0.2f,1.0f};
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT,AmbientColor);
    ////////POSITIONED LIGHT
    GLfloat LightColor0[] = {0.5f,0.5f,0.5f,1.0f};
    GLfloat LightPos0[] = {4.0f,4.0f,0.0f,1.0f};
    glLightfv(GL_LIGHT0,GL_DIFFUSE,LightColor0);
    glLightfv(GL_LIGHT0,GL_POSITION,LightPos0);
    ////////DIRECTED LIGHT
    GLfloat LightColor1[] = {0.9f,0.9f,0.6f,1.0f};
    /////Coming from direction (x,y,z)
    GLfloat LightPos1[] = {-1.0f,0.5f,0.5f,0.0f};
    glLightfv(GL_LIGHT1,GL_DIFFUSE,LightColor1);
    glLightfv(GL_LIGHT1,GL_POSITION,LightPos1);


    ///DRAWING MODELS
}


void GLiniti()
{
    GameWind.PreserveOpenGLStates(true);
    GameWind.ShowMouseCursor(false);

    glClearDepth(1.f);
    glClearColor(0.2f,0.2f,0.8f,1.f);
    /////z buffer
    glEnable(GL_POLYGON_STIPPLE);
    glEnable(GL_BLEND);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glEnable(GL_CULL_FACE);
    glEnable(GL_LIGHT1);
    glEnable(GL_NORMALIZE);
    glEnable(GL_TEXTURE_2D);

    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    glEnableClientState(GL_NORMAL_ARRAY);

    glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glCullFace(GL_FRONT);
    glFrontFace(GL_CW);
    glShadeModel(GL_SMOOTH);
    glDepthMask(GL_TRUE);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
    glDepthFunc(GL_LEQUAL);


    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(50.f,(double)800 / (double)600,200.f,0.f);
    glTranslatef(0.f, 0.f, -10.0f);
}


GLuint LoadTexture(sf::Image image)
{
    GLuint Texture;
    glGenTextures(1, &Texture);
    glBindTexture(GL_TEXTURE_2D, Texture);
    gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA,image.GetWidth(),image.GetHeight(), GL_RGBA, GL_UNSIGNED_BYTE,image.GetPixelsPtr());
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    return Texture;
}

void ITEMdefault()
{
    Blank *BlankSpot=new Blank();
    BlankSpot->ItemCreate(0,0,0,0,0,0,0);

    ///TEST ITEMS

    Weapon *sword=new Weapon();
    sword->ItemCreate(0,0,0,sf::Randomizer::Random(0,5),1,0,sf::Randomizer::Random(1,4));
    Armor *sword2=new Armor();
    sword2->ItemCreate(0,0,0,sf::Randomizer::Random(0,5),2,0,sf::Randomizer::Random(1,4));
    Necklace *sword3=new Necklace();
    sword3->ItemCreate(0,0,0,sf::Randomizer::Random(0,5),3,0,sf::Randomizer::Random(1,4));
    Consume *hppotion=new Consume();
    hppotion->ItemCreate(0,0,0,6,83,0,6);

    DefItemList.push_back(BlankSpot);
    DefItemList.push_back(sword);
    DefItemList.push_back(sword2);
    DefItemList.push_back(sword3);
    DefItemList.push_back(hppotion);
}
Was it helpful?

Solution

There is not one certain matrix mode you switch OpenGL too. I explained it already in this post OpenGL: What is MatrixMode? , which I'll simple copy here:


OpenGL uses several matrices to transform geometry and associated data. Those matrices are:

  • Modelview – places object geometry in the global, unprojected space
  • Proection – projects global coordinates into clip space; you may think of it as kind of a lens
  • Texture – adjusts texture coordinates before; mostly used to implement texture projection (i.e. projecting a texture as if it was a slide in a projector)
  • Color – adjusts the vertex colors. Seldomly touched at all

All these matrices are used all the time. Since they follow all the same rules OpenGL has only one set of matrix manipulation functions: glPushMatrix, glPopMatrix, glLoadIdentity, glLoadMatrix, glMultMatrix, glTranslate, glRotate, glScale, glOrtho, glFrustum.

glMatrixMode selects on which matrix those operations act upon. Say you wanted to write some C++ namespacing wrapper, it could look like this:

namespace OpenGL {
  // A single template class for easy OpenGL matrix mode association
  template<GLenum mat> class Matrix
  {
  public:
    void LoadIdentity() const 
        { glMatrixMode(mat); glLoadIdentity(); }

    void Translate(GLfloat x, GLfloat y, GLfloat z) const
        { glMatrixMode(mat); glTranslatef(x,y,z); }
    void Translate(GLdouble x, GLdouble y, GLdouble z) const
        { glMatrixMode(mat); glTranslated(x,y,z); }

    void Rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) const
        { glMatrixMode(mat); glRotatef(angle, x, y, z); }
    void Rotate(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) const
        { glMatrixMode(mat); glRotated(angle, x, y, z); }

    // And all the other matrix manipulation functions
    // using overloading to select proper OpenGL variant depending on
    // function parameters, and all the other C++ whiz.
    // ...
  };

  // 
  const Matrix<GL_MODELVIEW>  Modelview;
  const Matrix<GL_PROJECTION> Projection;
  const Matrix<GL_TEXTURE>    Texture;
  const Matrix<GL_COLOR>      Color;
}

Later on in a C++ program you could write then

void draw_something()
{
    OpenGL::Projection::LoadIdentity();
    OpenGL::Projection::Frustum(...);

    OpenGL::Modelview::LoadIdentity();
    OpenGL::Modelview::Translate(...);

    // drawing commands
}

Unfortunately C++ can't template namespaces, or apply using (or with) on instances (other languages have this), otherwise I'd had written something like (invalid C++)

void draw_something_else()
{
    using namespace OpenGL;

    with(Projection) {    // glMatrixMode(GL_PROJECTION);
        LoadIdentity();   // glLoadIdentity();
        Frustum(...);     // glFrustum(...);
    }

    with(Modelview) {     // glMatrixMode(GL_MODELVIEW);
        LoadIdentity();   // glLoadIdentity();
        Translate(...);   // glTranslatef(...);
    }

}

I think this last snipped of (pseudo-)code makes it clear: glMatrixMode is kind of a with statement of OpenGL.


All the matrices are used during rendering!

OTHER TIPS

You move the camera by using glTranslate().

Licensed under: CC-BY-SA with attribution
Not affiliated with StackOverflow
scroll top