So I am working on a homework assignment and I have managed to create my skybox and it looks correct, the only problem is that my camera is outside the skybox.
I tried the command gluLookAt thinking maybe that would focus me into the box, but it didn't work. Here's the code that I have now. If anyone could let me know what I'm doing wrong it would be greatly appreciated:
gluLookAt(
0,0,0,
0,0,0
0,1,0);
glPushMatrix();
//load identity matrix
glLoadIdentity();
//update x, y and z rotation directions
glRotatef(currentRotation[1], 1.0, 0.0, 0.0); //x rotation
glRotatef(currentRotation[2], 0.0, 1.0, 0.0); //y rotation
glRotatef(currentRotation[3], 0.0, 0.0, 1.0); //z rotation
/*
//update scale of display
glScalef(currentScaling[1],
currentScaling[2],
currentScaling[3]);*/
//translate the image
glTranslatef(currentTranslation[1],
currentTranslation[2],
currentTranslation[3]);
/* Clear buffers */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D); // Enable texturing from now on
//front quadrant
glBindTexture(GL_TEXTURE_2D,frontTextureId); // select which texture to use
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(1.0 ,0.0); glVertex3f(-0.5, 0.5, 0.5);
glTexCoord2f(0.0 ,0.0); glVertex3f(0.5, 0.5, 0.5);
glTexCoord2f(0.0 ,1.0); glVertex3f(0.5, 0.5, -0.5);
glTexCoord2f(1.0 ,1.0); glVertex3f(-0.5, 0.5, -0.5);
glEnd();
//left quadrant
glBindTexture(GL_TEXTURE_2D, leftTextureId);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-0.5, 0.5, -0.5);
glTexCoord2f(1.0, 1.0); glVertex3f(-0.5, -0.5, -0.5);
glTexCoord2f(1.0, 0.0); glVertex3f(-0.5, -0.5, 0.5);
glTexCoord2f(0.0, 0.0); glVertex3f(-0.5, 0.5, 0.5);
glEnd();
//back quadrant
glBindTexture(GL_TEXTURE_2D, backTextureId);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(1.0, 1.0); glVertex3f(0.5, -0.5, -0.5);
glTexCoord2f(1.0, 0.0); glVertex3f(0.5, -0.5, 0.5);
glTexCoord2f(0.0, 0.0); glVertex3f(-0.5, -0.5, 0.5);
glTexCoord2f(0.0, 1.0); glVertex3f(-0.5, -0.5, -0.5);
glEnd();
//right quadrant
glBindTexture(GL_TEXTURE_2D, rightTextureId);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(1.0, 1.0); glVertex3f(0.5, 0.5, -0.5);
glTexCoord2f(1.0, 0.0); glVertex3f(0.5, 0.5, 0.5);
glTexCoord2f(0.0, 0.0); glVertex3f(0.5, -0.5, 0.5);
glTexCoord2f(0.0, 1.0); glVertex3f(0.5, -0.5, -0.5);
glEnd();
//up quadrant
glBindTexture(GL_TEXTURE_2D, upTextureId);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(0.0, 0.0); glVertex3f(-0.5, -0.5, 0.5);
glTexCoord2f(1.0, 0.0); glVertex3f(-0.5, 0.5, 0.5);
glTexCoord2f(1.0, 1.0); glVertex3f(0.5, 0.5, 0.5);
glTexCoord2f(0.0, 1.0); glVertex3f(0.5, -0.5, 0.5);
glEnd();
//down quadrant
glBindTexture(GL_TEXTURE_2D, downTextureId);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(0.0, 0.0); glVertex3f(-0.5, -0.5, -0.5);
glTexCoord2f(0.0, 1.0); glVertex3f(-0.5, 0.5, -0.5);
glTexCoord2f(1.0, 1.0); glVertex3f(0.5, 0.5, -0.5);
glTexCoord2f(1.0, 0.0); glVertex3f(0.5, -0.5, -0.5);
glEnd();
Thank you for any help you can provide!