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.
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.
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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.Phrygian scale
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.1uz headers
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.Putty booter download
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.
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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.
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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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.
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