Using OpenGL I need help making a 3d pyramid In C++ using my existing code and without adding any additional libs. Currently, I have a 3d Cube and I need to convert this code into a 3d pyramid. Your pyramid should use the indices and the Vertex Array Object, with each vertex on the pyramid being assigned a color of your choice. Employ the Model View Projection matrix to display the pyramid in a perspective angle. #include // cout, cerr #include // EXIT_FAILURE #include // GLEW library #include // GLFW library // GLM Math Header inclusions #include #include #include using namespace std; // Standard namespace void UCreateMesh(GLMesh &mesh) { // Specifies screen coordinates (x,y) and color for triangle vertices GLfloat verts[]= { // Vertex Positions // Colors 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Top Right Vertex 0 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // Bottom Right Vertex 1 -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Bottom Left Vertex 2 -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // Top Left Vertex 3 0.10f, 0.10f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Top Right Vertex 0 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // Bottom Right Vertex 1 -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Bottom Left Vertex 2 -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f // Top Left Vertex 3 }; const GLuint floatsPerVertex = 3; const GLuint floatsPerColor = 4;
Using OpenGL I need help making a 3d pyramid In C++ using my existing code and without adding any additional libs. Currently, I have a 3d Cube and I need to convert this code into a 3d pyramid.
Your pyramid should use the indices and the Vertex Array Object, with each vertex on the pyramid being assigned a color of your choice. Employ the Model View Projection matrix to display the pyramid in a perspective angle.
#include <iostream> // cout, cerr
#include <cstdlib> // EXIT_FAILURE
#include <GL/glew.h> // GLEW library
#include <GLFW/glfw3.h> // GLFW library
// GLM Math Header inclusions
#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/gtc/type_ptr.hpp>
using namespace std; // Standard namespace
void UCreateMesh(GLMesh &mesh)
{
// Specifies screen coordinates (x,y) and color for triangle vertices
GLfloat verts[]=
{
// Vertex Positions // Colors
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Top Right Vertex 0
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // Bottom Right Vertex 1
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Bottom Left Vertex 2
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, // Top Left Vertex 3
0.10f, 0.10f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Top Right Vertex 0
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // Bottom Right Vertex 1
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Bottom Left Vertex 2
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f // Top Left Vertex 3
};
const GLuint floatsPerVertex = 3;
const GLuint floatsPerColor = 4;
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