I am working on a project that requires that I create a 2D interface rendered "on top" or a 3D world. On some other forums, I read that you could use "GluOrtho2D()" for the job, and switch back to GluPerspective() once you were done. The only thing is, my test code I wrote for it only displays the 3D world, not the 2D quad. When I disable the 3D rendering code, however, the quad appears where it was supposed to be. I trimmed down the code to openGL only statements, which I wrote down below. The code is written in Python using the Pyglet library.
The scene initialization code:
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(60.0, float(width)/height, .1, 10000.)
glMatrixMode(GL_MODELVIEW)
glClearDepth(1.0)
glShadeModel(GL_FLAT)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LEQUAL)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
The frame rendering code. The call to builder.buildMap() creates the 3D scene, and the glBegin-glEnd pair draws a 2D quad:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
stage.set3DMode(window.width, window.height)
builder.buildMap()
stage.set2DMode(window.width, window.height)
glBegin (GL_QUADS)
glVertex2i(0, 0)
glVertex2i(0, 200)
glVertex2i(200, 200)
glVertex2i(200, 0)
glEnd()
the stage.set3DMode function:
glDisable(GL_DEPTH_TEST)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluOrtho2D(0, width, 0, height)
glMatrixMode(GL_MODELVIEW)
and the stage.set3DMode function:
glEnable(GL_DEPTH_TEST)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(60.0, float(width)/float(height), .1, 10000.)
glMatrixMode(GL_MODELVIEW)
I really hope someone can point out my mistake! And thank you for helping me :)