How to increase depth of window in OpenGL?
In the assignment, I'm working on, I have to create a huge box in an OpenGL window and be able to rotate it.
A window is being created by this code:
window = glfwCreateWindow(1000, 1000, "Window for Box", NULL, NULL);
This first 1000
in the above line corresponds to the width of the window where the second 1000
window corresponds to the height of the window.
Now, when I open the lid of the box I've created and rotated it, it looks like this:
The yellow coloured square is the lid and it is opened. You can see that it doesn't look like a box as the depth of the window is less and the box is cut with a white surface. How can I increase the window size to display box perfectly?
opengl glfw
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In the assignment, I'm working on, I have to create a huge box in an OpenGL window and be able to rotate it.
A window is being created by this code:
window = glfwCreateWindow(1000, 1000, "Window for Box", NULL, NULL);
This first 1000
in the above line corresponds to the width of the window where the second 1000
window corresponds to the height of the window.
Now, when I open the lid of the box I've created and rotated it, it looks like this:
The yellow coloured square is the lid and it is opened. You can see that it doesn't look like a box as the depth of the window is less and the box is cut with a white surface. How can I increase the window size to display box perfectly?
opengl glfw
add a comment |
In the assignment, I'm working on, I have to create a huge box in an OpenGL window and be able to rotate it.
A window is being created by this code:
window = glfwCreateWindow(1000, 1000, "Window for Box", NULL, NULL);
This first 1000
in the above line corresponds to the width of the window where the second 1000
window corresponds to the height of the window.
Now, when I open the lid of the box I've created and rotated it, it looks like this:
The yellow coloured square is the lid and it is opened. You can see that it doesn't look like a box as the depth of the window is less and the box is cut with a white surface. How can I increase the window size to display box perfectly?
opengl glfw
In the assignment, I'm working on, I have to create a huge box in an OpenGL window and be able to rotate it.
A window is being created by this code:
window = glfwCreateWindow(1000, 1000, "Window for Box", NULL, NULL);
This first 1000
in the above line corresponds to the width of the window where the second 1000
window corresponds to the height of the window.
Now, when I open the lid of the box I've created and rotated it, it looks like this:
The yellow coloured square is the lid and it is opened. You can see that it doesn't look like a box as the depth of the window is less and the box is cut with a white surface. How can I increase the window size to display box perfectly?
opengl glfw
opengl glfw
edited Nov 19 '18 at 7:15
Kromster
4,64864886
4,64864886
asked Nov 19 '18 at 5:40
LightLight
10410
10410
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add a comment |
1 Answer
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The window is 2D, it has no depth. What you're looking for is a projection matrix. If you have used glOrtho()
, the last parameter defines how far from the camera a fragment can be, to still be visible. If you have defined your own projection matrix set the zFar value to be greater than the z coordinates of all your vertices.
Alternatively you can use depth clamping: https://www.khronos.org/opengl/wiki/Vertex_Post-Processing#Depth_clamping
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1 Answer
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active
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1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
The window is 2D, it has no depth. What you're looking for is a projection matrix. If you have used glOrtho()
, the last parameter defines how far from the camera a fragment can be, to still be visible. If you have defined your own projection matrix set the zFar value to be greater than the z coordinates of all your vertices.
Alternatively you can use depth clamping: https://www.khronos.org/opengl/wiki/Vertex_Post-Processing#Depth_clamping
add a comment |
The window is 2D, it has no depth. What you're looking for is a projection matrix. If you have used glOrtho()
, the last parameter defines how far from the camera a fragment can be, to still be visible. If you have defined your own projection matrix set the zFar value to be greater than the z coordinates of all your vertices.
Alternatively you can use depth clamping: https://www.khronos.org/opengl/wiki/Vertex_Post-Processing#Depth_clamping
add a comment |
The window is 2D, it has no depth. What you're looking for is a projection matrix. If you have used glOrtho()
, the last parameter defines how far from the camera a fragment can be, to still be visible. If you have defined your own projection matrix set the zFar value to be greater than the z coordinates of all your vertices.
Alternatively you can use depth clamping: https://www.khronos.org/opengl/wiki/Vertex_Post-Processing#Depth_clamping
The window is 2D, it has no depth. What you're looking for is a projection matrix. If you have used glOrtho()
, the last parameter defines how far from the camera a fragment can be, to still be visible. If you have defined your own projection matrix set the zFar value to be greater than the z coordinates of all your vertices.
Alternatively you can use depth clamping: https://www.khronos.org/opengl/wiki/Vertex_Post-Processing#Depth_clamping
edited Nov 19 '18 at 12:12
answered Nov 19 '18 at 5:50
Rhu MageRhu Mage
157113
157113
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