xglLoadIdentity();
ssgSetFOV(60.0f, 0.0f);
ssgSetNearFar(1.0f, 700.0f);
+ sgMat4 sgTRANS;
+
+ sgMakeTransMat4( sgTRANS,
+ current_view.view_pos.x()
+ + current_view.view_forward[0] * 20,
+ current_view.view_pos.y()
+ + current_view.view_forward[1] * 20,
+ current_view.view_pos.z()
+ + current_view.view_forward[2] * 20 );
+
+ sgMat4 sgTMP;
+ sgMat4 sgTUX;
+ sgMultMat4( sgTMP, current_view.sgUP, sgTRANS );
+ sgMultMat4( sgTUX, current_view.sgLARC_TO_SSG, sgTMP );
+
sgCoord tuxpos;
- sgSetCoord( &tuxpos,
- current_view.view_pos.x() + current_view.view_forward[0]
- * 20,
- current_view.view_pos.y() + current_view.view_forward[1]
- * 20,
- current_view.view_pos.z() + current_view.view_forward[2]
- * 20,
- 0.0, 0.0, 0.0 );
+ sgSetCoord( &tuxpos, sgTUX );
penguin->setTransform( &tuxpos );
- sgCoord campos;
- sgSetCoord( &campos,
- current_view.view_pos.x(),
- current_view.view_pos.y(),
- current_view.view_pos.z(),
- 0, 0, 0 );
- ssgSetCamera( &campos );
+ sgMakeTransMat4( sgTRANS,
+ current_view.view_pos.x(),
+ current_view.view_pos.y(),
+ current_view.view_pos.z() );
+ sgMat4 sgVIEW;
+ sgMultMat4( sgVIEW, current_view.sgVIEW, sgTRANS );
+ ssgSetCamera( sgVIEW );
+ // ssgSetCamera( current_view.sgVIEW );
ssgCullAndDraw( scene );
}
scene->addKid( penguin );
- cout << "loaded ssg scene so it should be ready to go" << endl;
-
// pass control off to the master GLUT event handler
glutMainLoop();