I just want to see my all my drawings from above them with an angle like the image i have attached. Unfortunately after a few hours i still couldn’t manage to do it. So would anyone help ?
- draw a quad with your image textured on it.
- use gluLookAt to setup the View matrix. Set a position about 10 degrees above the ground and 10 degrees yawed. Might as well draw the quad centered at 0,0,0 and use that for the lookat position.
- If that doesn’t work maybe give some more details.
Might have to write a pretty good shader if you want the chess pieces to exhibit the parallax you’re seeing there, though…
@arts yes i am that beginner.
@nickels sorry i forgat to mention i am using opengl es so gluLookAt is not an option and chess image is an example because i just want to get same viewpoint angle but my drawings are much more simpler than chess pieces.
If its just a matter of getting gluLookAt functionality – it is a defined matrix construction and matrix multiplication see gluLookAt details.
Sorry, it was just your question was absolutely not precise to expect good answers.
I still don’t know why people want to make everything procedurally or hand coded.
a - Open Maya (or Xsi, 3dstudio, blender or whatever) model your scene, export the model and the camera in any format you like.
b - Read the model, read the camera position.
c - Setup the camera from the data you read from the file
d - Render the model
e - have an ice cream
Doing otherwise is a huge wasting of time on try with the camera at 10 … no… awful … change parameter, recompile, try again… terrible… change parameter, recompile… maybe slightly on the right… AARRGH!! change parameter, recompile… waiting… recompile… of now it’s fine… but I changed my mind.
In the meanwhile any decent programmer have made a full compliant collada importer.
In the meanwhile any decent programmer have made a full compliant collada importer.
And of course, learn how to use Maya/XSI/3DS Max/Blender. Not exactly the easiest things in the world.
It’s pretty clear that the purpose of his program is not just to produce a rendered image. If that’s all you needed, you could simply skip the export and just render from Maya/XSI/3DS Max/Blender.
As far as your change/recompile schtick, he could just make a simple interface to change the value with keyboard commands in the application itself. That’d be a lot less complicated than writing “a full compliant collada importer.” And as someone who just finished debugging a bug in his Collada mesh converter, it’d also be a lot more interesting…
Alfonse… the error here is to reply to a nonsense question, don’t try to start a more useless conversation about data driven development if Friday evening and I’m tired.