The end of sequence effect in the film 2001
I''m probably trying to jump before I can walk really...
but I''ve been hacking around with opengl for a few weeks now and I was wondering how easy it would be to simulate the end of sequence effect that appears in the file 2001 - a space odyssey, I''m sure everyone has saw the effect and seen the film...
I just wondered if any of you guys have achieved this effect and could possible give me a few pointers...or give me an example.
not sure but I was planning to have two planes.. one in the top part of the screen and the other in the bottom half of the screen, I would then texture these planes... but how do I go about getting the texture to come towards you and seem endless.. I would then try to add some movement with the mouse so I could rotate the planes around the screen.. so make them move from top and bottom to left and right...
or am I barking up the wrong tree.. any information would be useful guys...
Rags (OpenGL novice and virgin)
September 21, 2003 02:44 PM
Yeah, that would be really cool. or like the end of Brainstorm!
is it something like the effect in perfect dark where you end or die in a stage? Its been a long while when I saw that movie!
---------------------------
The pipes clangor all the time.
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The pipes clangor all the time.
---------------------------The pipes clangor all the time.
Have a look at lesson 20 as you suggest the texture is scrolling indefinitely over the quad as follows
glBindTexture(GL_TEXTURE_2D, texture[0]);
// Select Our Logo Texture
glBegin(GL_QUADS);
// Start Drawing A Textured Quad
glTexCoord2f(0.0f, -roll+0.0f); glVertex3f(-1.1f, -1.1f, 0.0f);
glTexCoord2f(3.0f, -roll+0.0f); glVertex3f( 1.1f, -1.1f, 0.0f);
glTexCoord2f(3.0f, -roll+3.0f); glVertex3f( 1.1f, 1.1f, 0.0f);
glTexCoord2f(0.0f, -roll+3.0f); glVertex3f(-1.1f, 1.1f, 0.0f);
glEnd();
then at the end
roll+=0.002f;
// Increase Our Texture Roll Variable
if (roll>1.0f)
// Is Roll Greater Than One
{
roll-=1.0f;
// Subtract 1 From Roll
}
glBindTexture(GL_TEXTURE_2D, texture[0]);
// Select Our Logo Texture
glBegin(GL_QUADS);
// Start Drawing A Textured Quad
glTexCoord2f(0.0f, -roll+0.0f); glVertex3f(-1.1f, -1.1f, 0.0f);
glTexCoord2f(3.0f, -roll+0.0f); glVertex3f( 1.1f, -1.1f, 0.0f);
glTexCoord2f(3.0f, -roll+3.0f); glVertex3f( 1.1f, 1.1f, 0.0f);
glTexCoord2f(0.0f, -roll+3.0f); glVertex3f(-1.1f, 1.1f, 0.0f);
glEnd();
then at the end
roll+=0.002f;
// Increase Our Texture Roll Variable
if (roll>1.0f)
// Is Roll Greater Than One
{
roll-=1.0f;
// Subtract 1 From Roll
}
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