can nay on etell me tht why if i am moving a ball thn my hurdl also moving ..

here is the code

#include <glut.h>  // Also included gl.h, glu.h
#include <Math.h>   
#define PI 3.14159265f
      
// Global variables
char title[] = "Bouncing Ball (2D)"; 
int windowWidth  = 640;     // Windowed mode's width
int windowHeight = 480;     // Windowed mode's height
int windowPosX   = 50;      // Windowed mode's top-left corner x
int windowPosY   = 50;      // Windowed mode's top-left corner y
   
GLfloat ballRadius = 0.05f;   // Radius of the bouncing ball
GLfloat xPos = -1.2;         // Ball's (x, y) position
GLfloat yPos = -0.8;
GLfloat h=0.0;
GLfloat h1=0.0;
GLfloat xPosMax, xPosMin, yPosMax, yPosMin; // Ball's (x, y) bounds
GLdouble xLeft, xRight, yBottom, yTop;      // Projection clipping area
GLfloat xSpeed = 0.02f;      // Ball's speed in x and y directions
GLfloat ySpeed = 0.007f;
int refreshMillis = 30;      // Refresh period in milliseconds
void hurdles(){
glColor3f(0.0,0.0,1.0);
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
      glBegin(GL_POLYGON);
	  glVertex2f(-0.5,0.5);
	  glVertex2f(-0.2,0.5);
	  glVertex2f(-0.2,-0.9);
	  glVertex2f(-0.5,-0.9);
	  glEnd();
	  glFlush();
     // }
	
}
void ball(){
glLoadIdentity();
   glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);

  
   // Reset model-view matrix
   glTranslatef(xPos, yPos, 0.0f);  // Translate to (xPos, yPos)
   // Use triangular segments to form a circle
   glBegin(GL_TRIANGLE_FAN);
      glColor3f(1.0f, 0.0f, 0.0f);  // Blue
      glVertex2f(0.0f, 0.0f);       // Center of circle
      int numSegments = 20;
      GLfloat angle;
      for (int i = 0; i <= numSegments; i++) { // Last vertex same as first vertex
         angle = i * 2.0f * PI / numSegments;  // 360 deg for all segments
         glVertex2f(cos(angle) * ballRadius, sin(angle) * ballRadius);
      }
   glEnd();
  
   
   glutSwapBuffers();  // Swap front and back buffers (of double buffered mode)
   
}
// Initialize OpenGL Graphics
void initGL() {
   glClearColor(1.0, 1.0, 0.0, 1.0); // Set background (clear) color to black
glEnable(GL_POLYGON);
}

   
// Callback handler for window re-paint event
void display() {

   glClear(GL_COLOR_BUFFER_BIT);    // Clear the color buffer
     	hurdles();
		ball();
   
   // Animation Control - compute the location for the next refresh
 
}
   
// Call back when the windows is re-sized.
void reshape(GLsizei weight, GLsizei height) {
   if (height == 0) height = 1;               // To prevent divide by 0
   GLfloat aspect = (GLfloat)weight / height; // Get aspect ratio
   
   // Set the viewport to cover the entire window
   glViewport(0, 0, weight, height);
   
   // Adjust the aspect ratio of clipping area to match the viewport
   glMatrixMode(GL_PROJECTION); // Select the Projection matrix
   glLoadIdentity();            // Reset
   if (weight <= height) {
      xLeft   = -1.0;
      xRight  = 1.0;
      yBottom = -1.0 / aspect;
      yTop    = 1.0 / aspect;
   } else {
      xLeft   = -1.0 * aspect;
      xRight  = 1.0 * aspect;
      yBottom = -1.0;
      yTop    = 1.0;
   }
   gluOrtho2D(xLeft, xRight, yBottom, yTop);
  xPosMin = xLeft + ballRadius;
   xPosMax = xRight - ballRadius;
   yPosMin = yBottom + ballRadius;
   yPosMax = yTop - ballRadius;
   
   // Reset the model-view matrix
   glMatrixMode(GL_MODELVIEW); // Select the model-view matrix
   glLoadIdentity();           // Reset
}
   
// Animation timer function
/*void Timer(int value) {
	glutPostRedisplay();    // Post a paint request to activate display()
	glutTimerFunc(refreshMillis, Timer, 0); // subsequent timer call at milliseconds
}*/
   
   
// Callback handler for special-key event
void specialKeys(int key, int x, int y) {
   switch (key) {
      case GLUT_KEY_F1:    // F1: Toggle between full-screen and windowed mode
         
         break;
      case GLUT_KEY_RIGHT:    // Right: increase x speed
         xPos += 0.05;
		 glutPostRedisplay();
		 break;
      case GLUT_KEY_LEFT:
		  xPos -=0.05;// Left: decrease x speed
         		 glutPostRedisplay();
		 break;
      case GLUT_KEY_UP:       // Up: increase y speed
         yPos+=0.045;
		 glutPostRedisplay();
		 break;
      case GLUT_KEY_DOWN:     // Down: decrease y speed
     yPos -=0.045;
	 glutPostRedisplay();
	 break;
      case GLUT_KEY_PAGE_UP:  // Page-Up: increase ball's radius
         ballRadius *= 1.05f;
         xPosMin = xLeft + ballRadius;
         xPosMax = xRight - ballRadius;
         yPosMin = yBottom + ballRadius;
         yPosMax = yTop - ballRadius;
         break;
      case GLUT_KEY_PAGE_DOWN: // Page-Down: decrease ball's radius
         ballRadius *= 0.95f;
         xPosMin = xLeft + ballRadius;
         xPosMax = xRight - ballRadius;
         yPosMin = yBottom + ballRadius;
         yPosMax = yTop - ballRadius;
         break;
   }
}

   
// main function - GLUT run as a Console Application
int main(int argc, char** argv) {
   glutInit(&argc, argv);            // Initialize GLUT
   glutInitDisplayMode(GLUT_DOUBLE); // Enable double buffered mode
   glutInitWindowSize(windowWidth, windowHeight);  // Initial window width and height
   glutInitWindowPosition(windowPosX, windowPosY); // Initial window top-left corner (x, y)
   glutCreateWindow(title);      // Create window with given title
   glutDisplayFunc(display);     // Register callback handler for window re-paint
   glutReshapeFunc(reshape); 
   glutSpecialFunc(specialKeys); // Register callback handler for window re-shape
///   glutTimerFunc(0, Timer, 0);   // First timer call immediately
   initGL();                     // Our own OpenGL initialization
   glutMainLoop();               // Enter event-processing loop
   return 0;
}

> can nay on etell me tht why if i am moving a ball thn my hurdl also moving .
Why should anyone waste their time replying to this lazy gibberish? Perhaps you should take the extra 10 seconds to type a legible question if you want others to take it seriously.

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