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Qt and OpenGL Primitives in mobile resolution

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  • D Offline
    D Offline
    Dinesh Balu
    wrote on last edited by
    #1

    Hi...

    I'm new to OpenGL in Qt..
    and I've been trying to draw points in screen corners... I'm using Nokia 900 simulator
    by default the co-ordinate range in openGL is
    X: -1 to 1
    Y: -1 to 1

    right?

    But here in mobile resolution it changes and couldn't predict the change ratio....

    how to solve this...?

    I've set the ViewPort width and height to 360 and 640.

    :)

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    • Z Offline
      Z Offline
      ZapB
      wrote on last edited by
      #2

      Please post some compilable code that reproduces your problem.

      Nokia Certified Qt Specialist
      Interested in hearing about Qt related work

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      • D Offline
        D Offline
        Dinesh Balu
        wrote on last edited by
        #3

        This is the OpenGL code..

        @#include "gameplay.h"

        GamePlay::GamePlay(QWidget *parent) :
        QGLWidget(parent)
        {
        setFormat(QGLFormat(QGL::DoubleBuffer | QGL::DepthBuffer));
        rotationX = -21.0;
        rotationY = -57.0;
        rotationZ = 0.0;
        faceColors[0] = Qt::red;
        faceColors[1] = Qt::green;
        faceColors[2] = Qt::blue;
        faceColors[3] = Qt::yellow;
        }

        void GamePlay::initializeGL()
        {
        qglClearColor(Qt::green);
        glShadeModel(GL_FLAT);
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_CULL_FACE);
        }

        void GamePlay::resizeGL(int width,int height)
        {
        width=360;
        height=640;
        glViewport(0,0,width,height);
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        GLfloat x = GLfloat(width) / height;

        glFrustum(-x, x, -1, 1, 2.0, 15);
        glMatrixMode(GL_MODELVIEW);
        

        }

        void GamePlay::paintGL()
        {
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        draw();
        }

        void GamePlay::draw()
        {
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
        glTranslatef(0.0, 0, -10);

        glPointSize(4.0);
        glBegin(GL_POINTS);
        glVertex3f(0,0,0);
        glEnd();
        

        }

        @

        The draw function should draw a point of size 4 at the center of the screen.... right?

        I does draw a point but not in the Center of the screen(orgin).

        :)

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        • M Offline
          M Offline
          minimoog77
          wrote on last edited by
          #4

          Please try setting projection matrix with gluPerspective.

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          • D Offline
            D Offline
            Dinesh Balu
            wrote on last edited by
            #5

            No... I have tried that too... same effect...

            :)

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            • D Offline
              D Offline
              Dinesh Balu
              wrote on last edited by
              #6

              Is this because of the simulator banner added by the QT in the output in simulator?

              :)

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              • M Offline
                M Offline
                minimoog77
                wrote on last edited by
                #7

                What were the parameters for gluPerspective?

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