Thanks a lot. It was very helpful knowing where to start.
On Jul 29, 1:03 pm, Casey Duncan <[email protected]> wrote:
> The images need to be loaded into textures (pyglet does this for you),
> then you draw them by applying the texture to a geometry. The simplest
> thing would be to apply the textures to a quad. Pyglet sprites will do
> this for you in 2D. For 3D This can be easily and efficiently done
> using a pyglet vertex list. You just need to define one with vertex
> coordinates for the four corners of the quad and texture coordinates
> to tell OpenGL how to apply the texture. In the simplest case these
> tex coordinates are typically ((0,0), (1,0), (1,1), (0,1)) for the
> bottom left, bottom right, top right and top left respectively (note
> Y=0 is typically at the bottom, unlike other graphics systems you may
> be used to).
>
> If you are new to OpenGL, I would highly recommend reading the red
> book, which you can find online iirc.
>
> hth,
>
> -Casey
>
> On Wed, Jul 29, 2009 at 4:24 AM, A Y<[email protected]> wrote:
>
> > Hi,
> > Thanks a lot. I have the images with their angles in 3D. The main
> > part that I have no clue is about loading images. Can I load images in
> > the memory and associate them with the appropriate angle and then ask
> > the glrotate (or something like that) to do the rest of the job? I can
> > then associate the user input to the rotation and it will work fine. I
> > just do not know if it is possible to load a lot of images and
> > associate them with the correct angle of the surface.
>
> > or I should do it in the way that I usually was doing n the
> > other programming languages; getting the input, putting the
> > appropriate image on the screen with the correct angle and then
> > waiting again for the input...
>
> > Now that I am writing it, it sounds like a general opengl
> > question rather than a pyglet. Many thanks for your help.
> > A
>
> > On Jul 28, 4:06 pm, Tristam MacDonald <[email protected]> wrote:
> >> On Tue, Jul 28, 2009 at 12:27 PM, A Y <[email protected]> wrote:
>
> >> > Hi,
> >> > I am a newbie. I have several images from one surface from
> >> > different angles and I want to enable the user to rotate a surface and
> >> > see it from different angles. The only issue is that I do not want
> >> > opengl to automatically calculates the surface, instead to load a new
> >> > image each time. Could anyone help me with the direction on how I can
> >> > do this? Thanks a lot.
> >> > A
>
> >> Roughly speaking, you want to figure out the angle you are viewing the
> >> object from, and display the appropriate image.
>
> >> If you are doing this in 3-dimensional space, then you will have to figure
> >> out the vector from the viewer to the object, and extract the necessary
> >> angle(s) from that.
>
> >> If you can give more details on what you are trying to accomplish (and
> >> where
> >> you are so far), we may be able to assist further.
> >> --
> >> Tristam MacDonaldhttp://swiftcoder.wordpress.com/
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