Beautiful, thanks guys. Having made both those adjustments, it now works perfectly. I completely follow the inverted z axis by comparison to Blitz, and now I can adjust my move and position methods to allow me to use it the Blitz way.
I have no idea what any of the perspective projection stuff means, but now that I have the commands and constants, I can figure all that out from my OpenGL bookmarks. Thanks again.
EDIT: OK, I think I understand all the projection stuff now too.
I think I have all that right now.
I have no idea what any of the perspective projection stuff means, but now that I have the commands and constants, I can figure all that out from my OpenGL bookmarks. Thanks again.
EDIT: OK, I think I understand all the projection stuff now too.
glMatrixMode(GL_PROJECTION) ' This simply means that subsequent commands apply to the projection matrix and not the modelview matrix, which is the default ) glLoadIdentity() ' This resets the default values for this matrix. gluPerspective(45.0,Float(SW)/Float(SH),1.0,1000.0) ' This sets a 45 degree perspective and near and far clipping values of 1 and 1000. glMatrixMode(GL_MODELVIEW) ' And this puts us back into the modelview matrix ( which is the one needed for object manipulation. )
I think I have all that right now.