#include "testApp.h" /* openBTS visualisation ALL units relative to screen size in H or W */ void testApp::setup(){ printf("setup: %ix%i on screen %ix%i\n",ofGetWidth(),ofGetHeight(),ofGetScreenWidth(),ofGetScreenHeight()); int windowMode = ofGetWindowMode(); if(windowMode == OF_FULLSCREEN){ this->windowWidth = ofGetScreenWidth(); this->windowHeight = ofGetScreenHeight(); } else if(windowMode == OF_WINDOW){ this->windowWidth = ofGetWidth(); this->windowHeight = ofGetHeight(); } //Q Why is it that if you put a camera at (0,0,-100) looking at (0,0,0) and an object at (0,0,0) the camera isn't pointing at the object? //A Because ortho is different /* camera.enableOrtho(); camera.setPosition(-windowWidth/2,-windowHeight*4.1f,windowWidth); //camera.lookAt(ofVec3f(-windowWidth/2,-windowHeight,0),ofVec3f(0, 1, 0)); camera.rotate(70,1,0,0); camera.cacheMatrices(); //stop error messages */ ofSetFrameRate(30); ofSetCircleResolution(windowWidth); ofEnableSmoothing(); camera.setPosition(0,windowHeight*10,windowHeight); camera.lookAt(ofVec3f(0,0,-windowHeight*.5),ofVec3f(0, 0, 1)); camera.setFov(6.5); lines = new ofPoint[25]; for (int i=0;i<25;i++) { float a=ofRandom(TWO_PI); float r=ofRandom(windowWidth/2); float l=ofRandom(windowHeight); lines[i]=ofPoint(cos(a)*r,sin(a)*r,-l); } } //-------------------------------------------------------------- void testApp::update(){ } //-------------------------------------------------------------- void testApp::draw(){ glDisable(GL_LIGHTING); ofBackground(0,0,0); camera.begin(); //ofSphere(0,0,0,10); glDisable(GL_DEPTH_TEST); ofSetHexColor(0xff7fff); glDisable(GL_BLEND); ofPushMatrix(); ofNoFill(); for (float f=0;f