I'm trying to have no size difference from sprites, if you increase the z to far away.
however i have no luck, it still gets smaller:
||EDIT||
I now have these methods
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
float _width = 320f;
float _height = 480f;
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrthof(0, _width, 0, _height, 1, 100);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
// Load textures ,
gl.glEnable(GL10.GL_TEXTURE_2D);
for (int a = 0; a < squares.length; a++) {
squares[a].loadGLTexture(gl, context);
}
}
.
public void onDrawFrame(GL10 gl) {
//Clear Screen And Depth Buffer
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity(); //Reset The Current Modelview Matrix
gl.glTranslatef(.0f, 1.0f, locZ);
squares[0].draw(gl);
gl.glLoadIdentity();
gl.glTranslatef(0.5f, 0.f, locZ);
squares[1].draw(gl);
gl.glLoadIdentity();
gl.glTranslatef(-0.5f, -0.5f, locZ);
squares[2].draw(gl);
gl.glLoadIdentity();
gl.glTranslatef(-0.5f, -0.5f, locZ);
squares[3].draw(gl);
//change zvalues
if(locZ >= 4.0f){
speedZ *= -1.0f;
locZ = 3.9f;
}
else if(locZ <= -4.0){
speedZ *= -1.0f;
locZ = -3.9f;
}
locZ += speedZ;
}
I'm changing the z-values, and therefor the distance from the 'camera', and expecting that since I don't want to use perspective(orthographic mode), the sizes of the squares should stay constant. But they don't. Hope this helps some more.