Opengl mouse click

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Opengl mouse click

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Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I am a beginner at OpenGL and I am trying to create a game in which as background I have a raw image. When the game starts I display that image and I want to be able to click on it and to display another image afterwards.

I tried using the function glutMouseFunc but when I try to run the program I receive a message which says that the program stopped working. Here are some parts of my code: I have a global variable onMouse; if I click the mouse button the variable takes the value 1 and if it has the value 1 I try to load the second image.

EDIT I have made some changes to the code, but the background image still doesn't change.

Tutorial 6 : Keyboard and Mouse

Here is the new main function:. You immediately check if the mouse had been clicked. It's impossible for the mouse to have been clicked in the brief period between these two lines, and glutMainLoop hasn't been entered yet so your program didn't even have a chance to listen for mouse events.

As for the crash, I can't help you debug it with just the code you have provided. Please try a debugger and find which line causes the crash.

You're expecting glutMouseFunc to wait for a mouse click. Another callback to be registered is the drawing function usually called display in GLUT based programs. Once you enter the GLUT main loop glutMainLoop call user events are processed and if a redisplay is requested the display function is called. You can of course use any other kind of structure you like to pass the mouse button status between program parts. I prefer bitmasks for such.

Other people may prefer arrays personally I don't like arrays for tasks like this, because they're not as easy to look at in a debugger than a simple bitfield. These events are collected by glutMainLoopwhich has not been called yet when you test onMouse. Another thing, though I cannot tell for sure from the small code excerpt you provide, is that you'd better load the assets from the start of the programme, rather than wait for a user event to do it.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.

Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. All examples that I found online getting mouse click by using glutMouseFunc.

However, I don't want the detect mouse click function always active. I want to record the mouse click position only after user selects a certain option in the menu. To be exact, I want to record 4 mouse click positions, after user selects an option in the menu.

First of all, OpenGL has nothing to do with the mouse callback. It is Graphics library. For your ultimate goal, basically as Mikhail suggested, you insert a conditional statement inside your glutMouseFunctherefore. I read documentation about glutMouseFunc here. If you want handle mouse event with 4 different function in the different time you can call glutMouseFunc with NULL and then call glutMouseFunc with another function. From documentation:. If you want handle different mouse event in the same time then you must write one function with all these conditions.

Learn more. Asked 4 years, 11 months ago. Active 4 years, 11 months ago. Viewed times.

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Is there any way that I can detect mouse click position by not using glutMouseFunc? Write the condition you wanted into glutMouseFunc. FYI there is no real computational cost to glutMouseFunc.

Active Oldest Votes. CroCo CroCo 4, 6 6 gold badges 43 43 silver badges 73 73 bronze badges. Danil Prokhorenko Danil Prokhorenko 1 1 gold badge 6 6 silver badges 16 16 bronze badges. Sign up or log in Sign up using Google.The code of tutorial The major modification is that instead of computing the MVP matrix once, we now have to do it every frame.

This is just one way to do it, of course. FoV is the level of zoom. We will first recompute position, horizontalAngle, verticalAngle and FoV according to the inputs, and then compute the View and Projection matrices from position, horizontalAngle, verticalAngle and FoV.

You can use glfwGetWindowSize if you want, too. Here is an example of to cameras with the same position, the same target, but a different up:.

In our case, the only constant is that the vector goes to the right of the camera is always horizontal. You can check this by putting your arm horizontal, and looking up, down, in any direction. A useful mathematical tool makes this very easy : the cross product. Just recall the Right Hand Rule from Tutorial 3.

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The first vector is the thumb; the second is the index; and the result is the middle finger. The code is pretty straightforward. The only special thing here is the deltaTime.

For fun, we can also bind the wheel of the mouse to the Field Of View, so that we can have a cheap zoom :. Computing the matrices is now straightforward.

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We use the exact same functions than before, but with our new parameters. This can seem obvious, but this remark actually opens an opportunity for optimisation. As a matter of fact, in a usual application, you are never inside a cube.

The idea is to let the GPU check if the camera is behind, or in front of, the triangle. The GPU computes the normal of the triangle using the cross product, remember? This comes at a cost, unfortunately : the orientation of the triangle is implicit. We will now learn how to use the mouse and the keyboard to move the camera just like in a FPS.It can be useful to click on, or "pick" a 3d object in our scene using the mouse cursor.

One way of doing this is to project a 3d ray from the mouse, through the camera, into the scene, and then check if that ray intersects with any objects. This is usually called ray casting. This is an entirely mathematical exercise - we don't use any OpenGL code or draw any graphics - this means that it will apply to any 3d application the same way.

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The mathematical subject is usually called geometric intersection testing. With ray picking we usually simplify a scene into bounding spheres or boxes. This makes the calculation a bit easier than testing all of the individual triangles. We don't need to create a 3d sphere out of triangles that can be rendered; we just represent the sphere as a simple function.

The premise is that we have a mathematical formula for the points along a ray, and a mathematical formula for the points on a sphere. If we substitute the points on the sphere with the equation for points on a ray, then we get the intersection of points that are common to both. It's interesting to do this technique now because it shows us how we can use the transformation pipeline in reverse; from 2d screen to a 3d world space by using the inverse of our matrices e.

In a later tutorial we will look at an alternative technique using unique colours to determine where the mouse is hovering or clicking. All ray casting starts with a ray. In this case it has an origin O at the position of the camera. We can do ray intersections in any space world, eye, etc. This means that our ray origin is going to be the world x,y,z position of the camera. We are starting with mouse cursor coordinates.

These are 2d, and in the viewport coordinate system.

opengl mouse click

First we need to get the mouse x,y pixel coordinates. You might have set up a call-back function with e. This gives us an x in the range of 0:width and y from height Remember that 0 is at the top of the screen here, so the y-axis direction is opposed to that in other coordinate systems.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.

Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information.

I am trying to draw a simple cube in opengl using the mouse. Here's the basic step I followed: 1. Get mouse click coordinates. One,when the mouse is first clicked say x1,y1 and the other, when the mouse is released i. Convert the 2d Coordinates to 3d using glUnproject. Now that I have two points in 3d, I can easily render a Cube.

Everything went as planned, except I this was found while are drew the cube: Link to the image: Here The cube was half drawn,I dont know what's the problem here. That looks like the whole scene is clipped at the backplane. Try moving the backplane further away from your camera. Learn more. Draw a cube in Opengl using mouse Ask Question. Asked 6 years, 11 months ago. Active 6 years, 11 months ago. Viewed times. Active Oldest Votes. Marius Marius 2, 11 11 silver badges 16 16 bronze badges.

opengl mouse click

And shouldn't the coordinates generated from unProjecting the 2d Values be inside the viewing range? Even if I try moving the backplane, the values of glUnproject will change as well which does no help.

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opengl mouse click

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opengl mouse click

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Example: 100 name optional String,default is dataset's name The name you want to give to the new time series. The type of the field must be numerical.

Non-numeric fields will be ignored, and if not present, the right-most valid field in the dataset will be used. The period needs to be set taking into account the time interval of your instances and the seasonal frequency.

For example, for monthly data and annual seasonality, the period should be 12, for daily data and weekly seasonality, the period should be 7. It can take values from 0 to 60. If the period is set to 1, there is no seasonality. If the period is 0, or not given, BigML will automatically learn the period in your data. The range of successive instances to build the time series.

Multiplicative seasonality models are only available when the objective field has strictly positive values (greater than 0). Example: 2 tags optional Array of Strings A list of strings that help classify and index your time series. If absent, the first datetime field in the dataset whose values are continuously either decreasing or increasing. If not given, the server will auto-detect the first sequential datetime field in the dataset.

All fields are optional: giving any two among start, end, and interval are enough for a full specification, since the remaining one can always be computed. If you give all three, end is ignored and recomputed using start and interval. After the initial pass through the input data, the value of end will be adjusted to coincide with the last non-missing objective value.

If the objective field has missing values at its tail, then this adjusted value will differ from the one specified or computed from start and interval. If you do not specify an objective field, BigML.

Once a time series has been successfully created it will have the following properties. Each field's id has a list of objects with the following properties: The property forecast is a dictionary keyed by each field's id in the source.

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Each field's id has a list of objects with the following properties: In addition to the ETS models, BigML also provides simple forecast models for each field, to be used as references for the performance of the ETS models. Due to their trivial nature, these are always computed regardless of what ETS parameters are selected in the input. Currently, we offer three simple model types: naive, mean, and drift. Naive: this model always forecasts the last value of the observed time series.

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The parameters for this field are as follows: Drift: Draws a straight line between the first and last values of the training series.

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Forecasts are performed by extending that line. The parameters for this field are as follows: Creating a time series is a process that can take just a few seconds or a few days depending on the size of the dataset used as input and on the workload of BigML's systems.

The time series goes through a number of states until its fully completed. Through the status field in the time series you can determine when time series has been fully processed and ready to be used to create forecasts. Thus when retrieving a timeseries, it's possible to specify that only a subset of fields be retrieved, by using any combination of the following parameters in the query string (unrecognized parameters are ignored): Fields Filter Parameters Parameter TypeDescription fields optional Comma-separated list A comma-separated list of field IDs to retrieve.


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