I am trying to rotate a 3d object but it doesnt update when applying transforms in a for loop.
The object jumps to the last position.
How does one update a 3d object's position in a sequence of updates if it wont update in a for loop?
It is possible to draw an animation from a loop.
for ( ...) {
edit_transformation();
draw();
glFlush(); // maybe glutSwapBuffers() if you use GLUT
usleep(100); // not standard C, bad
}
You draw, you flush/swap to make sure that what you just drew is sent to the screen, and you sleep.
However, it is not recommended to do this in an interactive application. The main reason is that while you are in this loop, nothing else can run. Your application will be unresponsive.
That's why window systems are event-based. Every few miliseconds, the window system pings your app so you can update your state, for example do animation. This is the idle function. When the state of your program changed, you tell the window system that you would like to draw again. It is then up the the window system to call your display function. You do your OpenGL calls when the system tells you to.
If you use GLUT for communicating with the window system, this looks like the code below. Other libraries like GLFW have equivalent functions.
int main() {
... // Create window, set everything up.
glutIdleFunc(update); // Register idle function
glutDisplayFunc(display); // Register display function
glutMainLoop(); // The window system is in charge from here on.
}
void update() {
edit_transformation(); // Update your models
glutPostRedisplay(); // Tell the window system that something changed.
}
void display() {
draw(); // Your OpenGL code here.
glFlush(); // or glutSwapBuffers();
}
Just calling glTranslate, glRotate or such won't change things on the screen. Why? Because OpenGL is a plain drawing API, not a scene graph. All it knows about are points, lines and triangles that draws to a pixel framebuffer. That's it. You want to change something on the screen, you must redraw it, i.e. clear the picture, and draw it again, with the changes.
BTW: You should not use a dedicated loop to implement animations (neither for, nor while, nor do while). Instead perform animation in the idle handler and issue a redraw event.
I reckon you have a wrong understanding what OpenGL does for you. I'll try to outline:
Imagine programming with OpenGL like being a web client - only specifying the request (changing the matrix and binding stuff) is not enough, you need to explicitly send the request (send the transformation data and tell OpenGL to draw) to receive the answer (having objects on the screen.)