OpenTK - How to rotate a 2D object

OpenTK - How to rotate a 2D object

By : user2955002
Date : November 22 2020, 10:33 AM
will be helpful for those in need In the fixed function pipeline, Rotate operations are not appended. Instead the second one is replacing the first one (as long as there is no PushMatrix operation inbetween). So what you are currently drawing is the first object rotated around 180 degree and the second object around -180 degree.
Back to your question: If you replace the second call to Rotate with LoadIdentity, the current modelmatrix is resetted to an identity matrix, removing all transformations.
code :
GL.Rotate(180, Vector3d.UnitZ);

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Save cube in variable and apply scale/rotate/move OpenTK

Save cube in variable and apply scale/rotate/move OpenTK

By : Jon J.
Date : March 29 2020, 07:55 AM
I wish this helpful for you Use the GL.Translate(x,y,z), GL.Rotate(θ,x,y,z) and GL.Scale(sx,sy,sz) functions to move the coordinate system origin, orientation and scaling.
So drawing a cube after the command
code :
can i use opentk and xna in the same project and showing the data on the same window? Does OpenTk Support Xna?

can i use opentk and xna in the same project and showing the data on the same window? Does OpenTk Support Xna?

By : VictorMoral
Date : March 29 2020, 07:55 AM
wish helps you XNA is using Direct3d, whereas OpenTK is OpenGL. In the general case, you cannot draw using OpenGL into a Direct3d window.[1]
What you can do is switch from XNA to MonoGame. It is an open-source implementation of XNA and supports both Direct3d and OpenGL. If you use the OpenGL version, you will be able to draw into the same window using both XNA and OpenTK.
Draw and rotate the text along z axis in opengl/opentk

Draw and rotate the text along z axis in opengl/opentk

By : Pankaj Singh
Date : March 29 2020, 07:55 AM
Hope this helps I need to draw string/text in opengl/opentk and then rotate it along z axis from the center of text itself. ,
I am able to write text with this but unable to rotate
code :
OpenTK.Graphics.OpenGL.GL.Rotated( angle_degree, 0.0, 0.0, 1.0);

OpenTK.Graphics.OpenGL.GL.TexCoord2(0, 0);
OpenTK.Graphics.OpenGL.GL.Vertex2(x, y);
OpenTK.Graphics.OpenGL.GL.TexCoord2(1, 0);
OpenTK.Graphics.OpenGL.GL.Vertex2(x + charDict[charid].bitmap.Width * scale, y);
OpenTK.Graphics.OpenGL.GL.TexCoord2(1, 1);
OpenTK.Graphics.OpenGL.GL.Vertex2(x + charDict[charid].bitmap.Width * scale, y + charDict[charid].bitmap.Height * scale);
OpenTK.Graphics.OpenGL.GL.TexCoord2(0, 1);
OpenTK.Graphics.OpenGL.GL.Vertex2(x + 0, y + charDict[charid].bitmap.Height * scale);

OpenTK.Graphics.OpenGL.GL.Translate( rotate_center_x, rotate_center_y, 0.0);
OpenTK.Graphics.OpenGL.GL.Rotated( angle_degree, 0.0, 0.0, 1.0);
OpenTK.Graphics.OpenGL.GL.Translate( -rotate_center_x, -rotate_center_y, 0.0);


Get orientation of object in OpenTK C#

Get orientation of object in OpenTK C#

By : fdonatti
Date : March 29 2020, 07:55 AM
it fixes the issue I recommend to change the order of the angles, when you apply them tho the current matrix:
code :
GL.Rotate(rotateCAz, new Vector3d(1, 0, 0));
GL.Rotate(rotateCAy, new Vector3d(0, 1, 0));
GL.Rotate(rotateCAx, new Vector3d(0, 0, 1));
GL.Rotate(zRot, new Vector3d(1, 0, 0));
GL.Rotate(yRot, new Vector3d(0, 1, 0));
GL.Rotate(xRot, new Vector3d(0, 0, 1));
Matrix4 currentModelView;
GL.GetFloat(GetPName.ModelviewMatrix, out currentModelView);
Matrix4 currentModelView = 
    Matrix4.CreateRotationX(xRot * (float)Math.PI / 180.0f) *
    Matrix4.CreateRotationY(yRot * (float)Math.PI / 180.0f) *
    Matrix4.CreateRotationZ(zRot * (float)Math.PI / 180.0f) * 
    Matrix4.CreateRotationX(rotateCAx * (float)Math.PI / 180.0f) *
    Matrix4.CreateRotationY(rotateCAy * (float)Math.PI / 180.0f) *
    Matrix4.CreateRotationZ(rotateCAz * (float)Math.PI / 180.0f);
Quaternion q = currentModelView.ExtractRotation();
const double epsi = 0.0001;
double y = 2.0 * (q.Y * q.Z + q.W * q.X);
double x = q.W * q.W - q.X * q.X - q.Y * q.Y + q.Z * q.Z;

double pitch = (Math.Abs(q.X) < epsi && Math.Abs(q.Y) < epsi) ? 2.0 * Math.Atan2(q.X, q.W) : Math.Atan2(y, x);
double yaw = Math.Asin(Math.Min(Math.Max(-2.0 * (q.X * q.Z - q.W * q.Y), -1.0), 1.0));
double roll = Math.Atan2(2.0 * (q.X * q.Y + q.W * q.Z), q.W * q.W + q.X * q.X - q.Y * q.Y - q.Z * q.Z);
float rot_x = pitch * 180.0f / (float)Math.PI; 
float rot_y = yaw   * 180.0f / (float)Math.PI; 
float rot_z = roll  * 180.0f / (float)Math.PI;
does glRotate in OpenGL rotate the camera or rotate the world axis or rotate the model object?

does glRotate in OpenGL rotate the camera or rotate the world axis or rotate the model object?

By : Narayan Gowda v
Date : March 29 2020, 07:55 AM
I hope this helps . I want to know whether glRotate rotates the camera, the world axis, or the object. Explain how they are different with examples. ,
the camera
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