Hi,

      If you are trying to understand the coordinates for openGL they are
based on the camera origin.
      For example your camera origin was at (0,-1,0), and the camera can
point up or down and that will
      depend on how you set it. The coordinate system is respective to the
world coordinate system.

      These three apis are the most important when working with openGL

          gluLookAt - Controls the direction of the camera

          glFrustum - Controls the viewing volume or zoom

          glViewPort - Controls the size of the screen or the size of the
camera's film

      If I wanted to draw a line 4 units long for example, it will be from
(0,0,0) to (4,0,0) and that will be
      created respective to the world coordinate system.

      Goto this URL to see what the android SDK supports for openGL

       http://developer.android.com/guide/topics/graphics/opengl.html

      Have Fun !!!


On Tue, Aug 9, 2011 at 11:35 PM, Jeffrey <[email protected]> wrote:

> Thank you. That is all I needed to know. I will look into getting a
> good OpenGL Book. Quick question though, if I'm targeting 2.2 and
> above should I look towards a particular version or is most of the
> code carried over to the point where I won't have a head full of wrong
> information?
>
> On Aug 9, 10:24 pm, Adam Ratana <[email protected]> wrote:
> > Definitely get an opengl book, old 1.1 books can be had very cheap from
> amazon.  You can define the coordinate system, which is why you see what you
> see there, but openGL is not something where you can just take code snippets
> and plug and chug without understanding IMO, so you definitely want to be at
> the point with it where you can understand each line of code you read, as
> its procedural in nature, everything is specific.
>
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