Thanks for your answer.

my matrix is GL_MODELVIEW.
I have noticed that once I have traslated and rotated the quad, also
the aces x,y,z seem to be rotated of 45 degree. If it is right, it's
normal that when i applied the second traslalte the quad goes in
another position.

is it normal? is there something wrong?

On 18 Giu, 18:21, Leigh McRae <[email protected]> wrote:
> OpenGL applies it's transforms in reverse so maybe swap the two
> translates.  Sounds lame but this is the sort of thing you get right
> once and don't look at again for sometime.    Also make sure your matrix
> mode is GL_MODELVIEW.
>
> Leigh
>
> On 6/18/2010 11:58 AM, Paolo wrote:
>
>
>
>
>
> > Hi leigh!
> > I've tried, but it doesn't work... the quad goes in a wrong position :
> > (
>
> > My quad has these coordinates
>
> >                  //vertex bottom left
> >            vertex[0] = 9.5f;
> >            vertex[1] = 10f;
> >            vertex[2] = 0.0f;
> >            //top left
> >            vertex[3] = 9.5f;
> >            vertex[4] = 11.0f;
> >            vertex[5] = 0.0f;
> >            //bottom right
> >            vertex[6] = 10.5f;
> >            vertex[7] = 10f;
> >            vertex[8] = 0.0f;
> >            //top right
> >            vertex[9] = 10.5;
> >            vertex[10] = 11f;
> >            vertex[11] = 0.0f;
>
> > and this is my draw function...
>
> > public void draw(GL10 gl){
> >            gl.glPushMatrix();
> >            gl.glTranslatef(-10, -10.5f, 0);  //to the origin
>
> >            gl.glRotatef(45, 0, 0, -1);   //rotate
>
> >            gl.glTranslatef(10, 10.5f, -2.0f);   //back to previous position
>
> >            // Enabled the vertices buffer for writing and to be used during
> >            // rendering.
> >            gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
> >            // Specifies the location and data format of an array of vertex
> >            // coordinates to use when rendering.
> >            gl.glVertexPointer(3, GL10.GL_FLOAT, 0, markerBuffer);
> >            gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, NUMERO_VERTICI);
> >            // Disable the vertices buffer.
> >            gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
> >            gl.glPopMatrix();
>
> >    }
>
> > On 18 Giu, 17:31, Leigh McRae<[email protected]>  wrote:
>
> >> Translate the quad to the origin, rotate, translate back.
>
> >> Leigh
>
> >> On 6/18/2010 11:12 AM, Paolo wrote:
>
> >>> Hi guys!
> >>> I'm a newbie in OpenGL. :D
> >>> I'm trying to rotate a quad around its center.
>
> >>> This is my scenario: I've a quad, drawn with TRIANGLE_STRIP, at
> >>> specified coordinates. Now I want to rotate of 45 degrees around its
> >>> center, without move it from its position, not around the origin of
> >>> the aces.
> >>> I hope you are able to understand my english... :)
>
> >>> How can I do that?
>
> >>> Thanks
>
> >>> Paolo
>
> >> --
> >> Leigh McRaewww.lonedwarfgames.com
>
> --
> Leigh McRaewww.lonedwarfgames.com

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