Thanks for the tips.
I have some lingering problems however.
My projection is set up funny compared to yours...
glPolygonMode(GL_FRONT, GL_LINE)
glMatrixMode GL_PROJECTION
glLoadIdentity
gluOrtho2D(0.0, 800.0, 600.0, 0.0)
glMatrixMode GL_MODELVIEW
glLoadIdentity
Now that you mention using the perspective projection to scale this fixes a problem I could make a simple world map by scaling out. The code is just to initialize the OpenGL.
The basic game loops looks like this
glPolygonMode(GL_FRONT, GL_LINE)
glMatrixMode GL_PROJECTION
glLoadIdentity
gluOrtho2D(0.0, 800.0, 600.0, 0.0)
glMatrixMode GL_MODELVIEW
glLoadIdentity
while 1
'clear screen
glClear GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT
glLoadIdentity()
' Every object shape in the game is then drawn starting with 1 glloadidentity(), 2 gltranslatef(), 3 draw()
' I have the models stored as shapes so I must first move to the location and then place them, they have no passable coordinates
'update the camera x and y here
flip buffer
wend
I'm trying to understand but I'm not sure where to put what in my loop. I DO want to set up the projection properly and have a movable camera. So maybe you can see where I'm failing here. I don't know what to ask...