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2D clipping problem - Printable Version +- iDevGames Forums (http://www.idevgames.com/forums) +-- Forum: Development Zone (/forum-3.html) +--- Forum: Graphics & Audio Programming (/forum-9.html) +--- Thread: 2D clipping problem (/thread-5853.html) |
2D clipping problem - McSebi - Feb 22, 2005 01:55 PM Hi, this is my code for creating a context for a 2D view: glViewport(0, 0, window_width, window_height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, window_width, window_height, 0, -1.0, 1.0); glDisable(GL_DEPTH_TEST); Everything looks ok, but every quad with negative coordinates will now be clipped away, which make objects disappear too soon when moving out of the window left or up. I do it like this: glBegin(GL_QUADS); glVertex2s(rect.GetLeft(), rect.GetTop()); glVertex2s(rect.GetRight(), rect.GetTop()); glVertex2s(rect.GetRight(), rect.GetBottom()); glVertex2s(rect.GetLeft(), rect.GetBottom()); glEnd(); if rect.GetLeft() or rect.GetTop() is lower than 0 the whole rect won't be drawn even if parts of it should be visible!?! Why that? -Sebastian 2D clipping problem - arekkusu - Feb 22, 2005 03:04 PM What hardware/OS is this happening on? 2D clipping problem - McSebi - Feb 22, 2005 07:28 PM OS 10.3.8 G5 tower with ATI 9600 card 2D clipping problem - arekkusu - Feb 22, 2005 10:28 PM That definitely should not be happening. Are you sure your coordinates are valid all the time? (i.e. GetRight() returns a short, not an unsigned short?) If the project is small, and doesn't depend on any weird 3rd party libraries, post a link to an archive and we'll take a look. 2D clipping problem - McSebi - Feb 22, 2005 11:37 PM Thanks for this offer. I've figured it out... It was not in my drawing code. I've found out my draw function was not called at all when coordinates were negative... |