Hi,

Thanks for the response.

This is what I can't seem to get my head around ... how does the
window know what area to draw ? If I pass it the x and y value, does
it draw x + window width and y + window width, so by incrementing,
decremeting x and y it actually moves the 'view' or 'camera' around ?

Thanks

-Mic

2008/12/11 Alex Holkner <[email protected]>:
>
> On 12/12/08, Mic Pringle <[email protected]> wrote:
>>
>>  Hi,
>>
>>  I'm new to Pyglet and OpenGL and have an issue that I can't seem to
>>  get my head round. What I'd like to do, as an example, is say create a
>>  window 320 x 240 window and then load an image 512 x 512 into it.
>>  Obviously this is too large to display in the window so I'd like to be
>>  able to move the 'view' of the window round to be able to see
>>  different parts of the image, using the keyboard. I don't want to move
>>  the image itself, but rather the 'view' (or camera if you like) of
>>  what is being drawn.
>>
>>  512 x 512 image
>>
>>  -----------------------------------
>>  |                                 |
>>  |    area drawn by window
>>  |    --------------------         |
>>  |    |                   |        |
>>  |    |                   |        |
>>  |    |                   |        |
>>  |    --------------------         |
>>  ----------------------------------
>>
>>  Sorry for the crude illustration !
>>
>>  Can anyone point me in the right direction of how this could be best
>>  implemented.  I gave the image scenario as an example, as I want to
>>  use this for drawing the gameworld in my game which is why I want the
>>  'view' area to move rather than the image.
>>
>>  I hope all this makes sense.
>
> Use glTranslatef before your drawing code, e.g.:
>
>
> from pyglet.gl import *
>
> def on_draw():
>  glLoadIdentity()
>  glTranslatef(-view_x, -view_y, 0)
>  # draw scene here
>
>
> Alex.
>
> >
>

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