I have a working project of 2D texturemaps.
Using glOrthof(0, 320 ,0, 480 , -1.0f, 1.0f); everything is fine and works as desired.
I'd now like to be able to rotate some of the textures in x and y axis (flipping them on screen). (I'm already using the z-axis rotation)
Of course this requires perspective since the ortho is crushing everything. (x and y rotations just show the images as a bar)
If I switch out glOrthof and replace it with glFrustumf then no images show up.
I've probably have been working so long I'm overlooking something obvious. It's been awhile since I've used OpenGL for 3D.
Not planning to turn it into a full 3D model, just to be able to flip some flat images.
I've tried different far/near parameters.
Do I need to:
setup depth buffers?
here's the basic texture drawing code:
glVertexPointer(3, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, coordinates);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
Do I need to supply a different value for z (other than 0) in the texturemap vertices?