Drawing shapes in OpenGL

I have the following code which draws a ball and a cube. The ball works perfectly, but the cube wont show in the top half of the screen.
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#include <GL/glut.h>
#include <stdlib.h>
#include <windows.h>
#include <iostream>

float force = .1; // kgm^-1/frame
class Ball
{
    private:

        double mass;
        double Ymomentum;
        double Xmomentum;


    public:
        double x;
        double y;
        double z;
        Ball();
        void UpdateFrame();
        void AdjustYMomentum(float amount);
        void AdjustXMomentum(float amount);
};
Ball::Ball()
{
    x = 0;
    y = -6;
    z = 0;
    mass = 30;
    Ymomentum = 0;
    Xmomentum = 0;

}
void Ball::UpdateFrame()
{
    double Yvelocity = Ymomentum / mass;
    double Xvelocity = Xmomentum / mass;
    y += Yvelocity;
    x += Xvelocity;
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3d(1,0,0);
    glPushMatrix();
        glTranslated(x,z,y);
        glRotated(60,1,0,0);
        glRotated(0,0,0,1);
        glutSolidSphere(1,32,32);
    glPopMatrix();


    glutSwapBuffers();




}
void Ball::AdjustYMomentum(float amount)
{
    Ymomentum += amount;
}
void Ball::AdjustXMomentum(float amount)
{
    Xmomentum += amount;
}
Ball mainball;


/* GLUT callback Handlers */

static void resize(int width, int height)
{
    const float ar = (float) width / (float) height;

    glViewport(0, 0, width, height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glFrustum(-ar, ar, -1.0, 1.0,2, 100.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
}

static void display(void)
{
    mainball.UpdateFrame();

    Sleep(33);
}


static void key(unsigned char key, int x, int y)
{
    switch (key)
    {
        case 's':
        {
            mainball.AdjustYMomentum(force);
            break;
        }
        case 'w':
        {
            mainball.AdjustYMomentum(-force);
            break;
        }
        case 'd':
        {
            mainball.AdjustXMomentum(force);
            break;
        }
        case 'a':
        {
            mainball.AdjustXMomentum(-force);
            break;
        }
        case 'z':
        {
            glMatrixMode(GL_MODELVIEW);
            glLoadIdentity();
            gluLookAt(mainball.x,5, mainball.y+5,mainball.x,mainball.z,mainball.y,0,1,0);

            break;
        }

        break;




    }

    glutPostRedisplay();
}

static void idle(void)
{
    glutPostRedisplay();
}

const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };

const GLfloat mat_ambient[]    = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[]    = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[]   = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };

/* Program entry point */

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(640,480);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("GLUT Shapes");

    glutReshapeFunc(resize);
    glutDisplayFunc(display);
    glutKeyboardFunc(key);
    glutIdleFunc(idle);

    glClearColor(1,1,1,1);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);

    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);

    glLightfv(GL_LIGHT0, GL_AMBIENT,  light_ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE,  light_diffuse);
    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);

    glMaterialfv(GL_FRONT, GL_AMBIENT,   mat_ambient);
    glMaterialfv(GL_FRONT, GL_DIFFUSE,   mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR,  mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
    glutMainLoop();

    return EXIT_SUCCESS;
}



I think the problem might be in the frustrum, but i have very little idea how this works. Any help is appreciated.

I think the problem might be in the the fact that there is no cube..
Haha, my bad. I forgot to put it back in. This goes in the updateframe function.
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glPushMatrix();
        glTranslated(0,-100,0);
        glutSolidCube(100);
    glPopMatrix();

Now the cube is very low below the camera. Try changing line 2 to (0, 60, -80) to position it above the ball.
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