Try using gluLookAt
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
/* use this length so that camera is 1 unit away from origin */
double dist = sqrt(1 / 3.0);
gluLookAt(dist, dist, dist, /* position of camera */
0.0, 0.0, 0.0, /* where camera is pointing at */
0.0, 1.0, 0.0); /* which direction is up */
glMatrixMode(GL_MODELVIEW);
glBegin(GL_LINES);
glColor3d(1.0, 0.0, 0.0);
glVertex3d(0.0, 0.0, 0.0);
glVertex3d(1.0, 0.0, 0.0);
glColor3d(0.0, 1.0, 0.0);
glVertex3d(0.0, 0.0, 0.0);
glVertex3d(0.0, 1.0, 0.0);
glColor3d(0.0, 0.0, 1.0);
glVertex3d(0.0, 0.0, 0.0);
glVertex3d(0.0, 0.0, 1.0);
glEnd();
glFlush();
Results in
We can draw a cube to check that parallel lines are indeed parallel
glPushMatrix();
glTranslated(0.5, 0.5, 0.5);
glColor3d(0.5, 0.5, 0.5);
glutWireCube(1);
glPopMatrix();
与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…