Hi, im reding a book where the way it draw poligons are like that:

glBegin (GL_TRIANGLES);
glVertex3f (0.0f, 0.0f, 0.0f);
glVertex3f (0.0f, 1.0f, 0.0f);
glVertex3f (1.0f, 1.0f, 0.0f);
glEnd();

glBegin (GL_QUADS);
glVertex3f (0.05f, -0.05f, 0.0f);
glVertex3f (0.95f, -0.05f, 0.0f);
glVertex3f (0.95f, -0.95f, 0.0f);
glVertex3f (0.05f, -0.95f, 0.0f);
glEnd();

it uses the vertex values like the color values, being 1.0 the max and 0.0 the lowest, but im my program, 1.0 results in a very tiny little point...

so i want know if that difference is because the opengl changed since the book was write , or theres something im missing? ( theres a way i can set opengl to consider the values as lowest and max?)

I've never used it, but it says here that the params are coordinates. So if you use values that will be rounded to coordinates (in your case to 0 or 1), that should indeed print 1 pixel on coord(1,1).
So just use a coordinate (in pixels) where the height (y) is smaller then the Y-resolution from your screen and the width (x) is smaller then the X-resolution.

Be a part of the DaniWeb community

We're a friendly, industry-focused community of developers, IT pros, digital marketers, and technology enthusiasts meeting, networking, learning, and sharing knowledge.