Hi everyone !
I know the following question have been asked many times on different forums, but after viewing different solutions, it still did not fix my problem, or maybe I did not get what they mean
I am trying to model a pyramid using OpenGL ES 2.0 on the iPhone.
I would like to allow the user to rotate this pyramid using the touch screen, so he can view every face of the shape.
I am using my own matrix utilities, inspired by the library given in the book OpenGL ES 2.0 Programming Guide.
I have a simple vertex shader that takes 2 uniforms and 2 attributes.
Here is my vertex shader :
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
attribute vec4 vertex;
attribute vec4 color;
varying vec4 colorVarying;
void main()
{
colorVarying = color;
gl_Position = projectionMatrix * modelViewMatrix * vertex;
}
So, during my rendering, I create 2 matrices : the modelView and the projection matrix.
Here is how my projection matrix is initialized :
[pMatrix frustumWithAngleOfView:70.0f
ratio:(float)backingWidth / (float)backingHeight
zNear:1.0f
zFar:100.0f];
[program use];
glUniformMatrix4fv(unif_projectionMatrix, 1, GL_FALSE, pMatrix.vertices);
[program unuse];
My pyramid vertices are set as follow :
GLfloat pyramid[] = {
//Base
-1.0, -1.0, 1.0, 1.0,
-1.0, -1.0, -1.0, 1.0,
1.0, -1.0, -1.0, 1.0,
1.0, -1.0, 1.0, 1.0,
//Front face
0.0, 1.0, 0.0, 1.0,
-1.0, -1.0, 1.0, 1.0,
1.0, -1.0, 1.0, 1.0,
//Right face
0.0, 1.0, 0.0, 1.0,
1.0, -1.0, 1.0, 1.0,
1.0, -1.0, -1.0, 1.0,
//Back face
0.0, 1.0, 0.0, 1.0,
1.0, -1.0, -1.0, 1.0,
-1.0, -1.0, -1.0, 1.0,
//Left face
0.0, 1.0, 0.0, 1.0,
-1.0, -1.0, -1.0, 1.0,
-1.0, -1.0, 1.0, 1.0
};
Finally, here is my drawing code :
[EAGLContext setCurrentContext:context];
glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
glViewport(0, 0, backingWidth, backingHeight);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use shader program
[program use];
// Apply transformations on the ModelView matrix
[mvMatrix identity];
[mvMatrix translateX:0 Y:0 Z:-6.0];
[mvMatrix rotateX:rotatex Y:rotatey Z:rotatez];
// Set the ModelView matrix uniform in the v-shader
glUniformMatrix4fv(unif_modelViewMatrix, 1, GL_FALSE, mvMatrix.vertices);
// Set the vertex attribute in the v-shader
glVertexAttribPointer(attr_vertex, 4, GL_FLOAT, GL_FALSE, 0, pyramid);
glEnableVertexAttribArray(attr_vertex);
// Draw
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDrawArrays(GL_TRIANGLES, 4, 3);
glDrawArrays(GL_TRIANGLES, 7, 3);
glDrawArrays(GL_TRIANGLES, 10, 3);
glDrawArrays(GL_TRIANGLES, 13, 3);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER];
Everything seems to work fine, my pyramid is here, translated backward on the Z axis.
The problem shows up when I start to rotate the shape, it looks like it is rotating around the user, not around itself.
So for example, when I touch the screen from left to right, I see the pyramid going out of the screen at the right edge, and then come back into screen from the left edge, as if it had done a full circle around me :p.
I am pretty much sure about my matrix management code, so I decided to do not post it here to avoid too much code in this question. I can give it if necessary.
Have you any idea about what I did wrong ?
Thanks a lot !
Tom