I mentioned in a previous posting that I was learning pyglet and opengl by converting some OpenGL superbible examples, specifically the first "Sphereworld" program from Chapter 4. I notice another member here has done some of them, too, from earlier chapters. The sphereworld example presents a wireframe view of a plane populated by spheres floating at random locations, with a rotating torus orbited by a sphere. The camera can be moved around the scene.
This example uses glut, and I've had to substitute for those calls. And, I have written work-alike code for the parts of the example which use the shared code from the superbible examples (GLframe, math3d). I've used the euclid.py module for the vector/matrix/quaternion stuff. So, I've gotten everything working - the example appears to be functionally identical to the original c++ code I was working from, except for one thing: my torus rotates in the opposite direction on the pyglet version, and the sphere orbits backwards as well. The torus/sphere are rotated by standard 'glRotatef' calls, not involving any of the GLframe/math3d libraries, so I don't think it's due to my work-alike functions not working-alike. Is there something simple I'm missing about setting up OpenGL....some kind of handedness or frame of reference or something with regard to rotation? I could fix this, obviously, by reversing the sign on my rotation increment...but I would like to know why! -price --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
