Newton matrix to opengl matrix?

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Newton matrix to opengl matrix?

Postby endasil » Tue Aug 16, 2011 5:54 pm

I am trying to get draw a box with the rotation and position of a newton body. But can't figure out how to do it. My assumption was that i could just put in the Matrix from NewtonBodyGetMatrix with glMultMatrixf(mat); to apply the rotation and translation, but apparantly not. I would be very thankful if someone could show me how to do this.

Box::Render()
{
glPushMatrix();
NewtonBodyGetMatrix(m_ntBody, &matrix[0][0]);

glMultMatrixf(mat);

glBegin (GL_TRIANGLE_STRIP);
...
glEnd();
glPopMatrix();

}
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Re: Newton matrix to opengl matrix?

Postby Julio Jerez » Tue Aug 16, 2011 6:34 pm

the function you have should work, Netwon Matrices conforms to OpenGl matrices.
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Re: Newton matrix to opengl matrix?

Postby JoeJ » Wed Aug 17, 2011 3:43 pm

Have you tried to replace glMultMatrixf(mat) with glLoadMatrixf(mat)?
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Re: Newton matrix to opengl matrix?

Postby Julio Jerez » Wed Aug 17, 2011 3:53 pm

yes they both work, but in general you only uses glLoadMatrix at the begining of the render frame, otherwise you lose your view matrix

See the demos they all use OpenGl.
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Re: Newton matrix to opengl matrix?

Postby endasil » Thu Aug 18, 2011 5:43 am

Thanks for your help guys. Knowing that newton matrix conform to the opengl ones without modification made it easier to solve the problem. When initially setting the matrix for my body, i just created a dMatrix and then set it's ntMatrix.m_posit values. For some reason i assumed that the matrix would set itself up as an identity matrix when created. Looking in the constructor convinced me otherwise.
Anyway setting dMatrix ntMatrix = GetIdentityMatrix(); Fixed the problem.
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