To switch to ES -  Create an array of verts and normals and use those
to replace the immediate mode drawing.  You will need to replace the
GLU sphere and torus creation with perhaps a known algorithm to create
them - or if you can find a glut es implementation of those that would
work too.


On Sep 9, 4:11 pm, Thiago Lopes Rosa <[email protected]> wrote:
> Lesson 48 ported to Java (still needs some OpenGL ES 
> adjustments):http://www.java-tips.org/other-api-tips/jogl/arcball-rotation-nehe-tu...
>
> Thiago
>
> On Tue, Sep 7, 2010 at 21:04, Thiago Lopes Rosa <[email protected]>wrote:
>
>
>
> > Thanks! =)
>
> > Thiago
>
> > On Tue, Sep 7, 2010 at 14:25, Robert Green <[email protected]> wrote:
>
> >> I was going to suggest doing what they outline in that lesson.  In
> >> short - keep a rotation matrix for the current orientation of your
> >> cube.  Process input and keep a rotation matrix that you apply the
> >> user input to, then multiply the cube matrix by and store the result
> >> as the cube matrix, then reset the input matrix to identity and start
> >> all over.
>
> >> For user-space Z input rotation, you can do it like they do in the pro
> >> 3D apps - with a little button that shows that rotation to the left
> >> and to the right.  Still use the same method as above, though, and you
> >> will get very predictable, nice rotation on all axis.
>
> >> On Sep 7, 11:39 am, alan <[email protected]> wrote:
> >> > your first stop for all opengl questions should be NeHe open gl
> >> > lessons:http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=48
>
> >> > On Sep 6, 9:58 pm, Thiago Lopes Rosa <[email protected]> wrote:
>
> >> > > This is a 3D Minesweeper. Instead of searching mines on that
> >> rectangular
> >> > > field, you must search them on several 3D fields (8 in total) by
> >> looking in
> >> > > all faces/planes. So you must rotate the objects to see all sides.
> >> (search
> >> > > for: *3D Mines*)
>
> >> > > I got the idea about different movements for each axis, but I really
> >> wanted
> >> > > to use dragging for all axis.
>
> >> > > Thanks,
>
> >> > > Thiago
>
> >> > > On Mon, Sep 6, 2010 at 17:42, Droid <[email protected]> wrote:
> >> > > > Suggest dragging for x, y and tapping for z axis movement. But its
> >> not
> >> > > > clear exactly what your end-game is....
> >> > > > You could also use accelerometer for tipping (see Breakout Legend in
> >> > > > the App in mkt)
>
> >> > > > :) Droid
>
> >> > > > On Sep 6, 7:04 pm, Thiago Lopes Rosa <[email protected]> wrote:
> >> > > > > Hi,
>
> >> > > > > I have a cube on the center of the screen and the user can rotate
> >> it
> >> > > > using
> >> > > > > the touchscreen.
>
> >> > > > > The problem:
> >> > > > > For example, when I rotate the cube 180 degrees (vertical), the
> >> > > > horizontal
> >> > > > > rotation gets "inverted" (i mean, when moving right the cube
> >> rotates left
> >> > > > > and vice-versa).
>
> >> > > > > The issue is that I'm using 2D coordinates (touchscreen) to rotate
> >> the 3D
> >> > > > > cube.
> >> > > > > I'm always rotating around the cube's X and Y axis and never
> >> around the Z
> >> > > > > axis.
>
> >> > > > > The question is:
> >> > > > > How do I calculate how much and which axis to rotate from a 2D
> >> coordinate
> >> > > > > input?
>
> >> > > > > Thanks,
>
> >> > > > > Thiago
>
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