Here is my entire code:
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(
0, 0, 1, //camera pos
0, 0, 0, //camera target
0.0, 1.0, 0.0
);
//draw grid
glutSwapBuffers();
If I write
gluLookAt(
0, 0, 1, //camera pos
0, 0, 0, //camera target
0.0, 1.0, 0.0
);
then everything works and draws a grid
But if I put
gluLookAt(
0, 0, 2, //camera pos
0, 0, 0, //camera target
0.0, 1.0, 0.0
);
then I don't see the grid.
Why is this happening and how to get rid of it?
The first argument of gluLookAt
is the position of the camera. When you increase the distance between the camera and the object, the object is clipped by the near plane of the viewing volume.
The perspective projection is invalid
glFrustum(-100, 100, -100, 100, -100, 100);
because at perspective projection the distance to the near and far plane has to be positive. glFrustum
defines a Viewing frustum, where 0 < near < far:
Change the near plane to solve the issue. For instance:
glFrustum(-100, 100, -100, 100, 0.1, 100);