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Cinder Creative Coding Cookbook

You're reading from  Cinder Creative Coding Cookbook

Product type Book
Published in May 2013
Publisher Packt
ISBN-13 9781849518703
Pages 352 pages
Edition 1st Edition
Languages
Concepts

Table of Contents (19) Chapters

Cinder Creative Coding Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started 2. Preparing for Development 3. Using Image Processing Techniques 4. Using Multimedia Content 5. Building Particle Systems 6. Rendering and Texturing Particle Systems 7. Using 2D Graphics 8. Using 3D Graphics 9. Adding Animation 10. Interacting with the User 11. Sensing and Tracking Input from the Camera 12. Using Audio Input and Output Index

Rotating, scaling, and translating


In this recipe, we will learn how to transform our graphics using OpenGL transformations.

We will draw a unit cube at [0,0,0] coordinates and then we will translate it to the center of the window, apply rotation, and scale it to a more visible size.

Getting ready

Include the necessary files to draw with OpenGL and add the helpful using statements. Add the following code to the top of the source file:

#include "cinder/gl/gl.h"
using namespace ci;
using namespace ci::app;
using namespace std;

How to do it…

We will apply rotation, translation, and scaling to alter the way our cube is rendered. We will use Cinder's wrappers for OpenGL.

  1. Let's declare variables to store our values for the translation, rotation, and scale transformations:

        Vec3f mTranslation;
        Vec3f mScale;
        Vec3f mRotation;
  2. To define the translation amount, let's translate half the window's width on the x axis and half the window's height on the y axis. This will bring anything we draw at [0...

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