glodBindObjectXform - Tell GLOD to use the current OpenGL modelview
and projection matrices when it performs view-dependent refinement
(e.g. when its group's GLOD_ERROR_MODE is set to GLOD_SCREEN_SPACE_ERROR).
void glodBindObjectXform(GLuint objectname, GLenum what)
The name of the object to bind to.
Which GL matrices to bind against. Can be GL_MODELVIEW_MATRIX or GL_PROJECTION_MATRIX. If set to zero, this call binds against the identity matrix.
Adapation of objects in GLOD is done at a group level using the
glodAdaptGroup() call. When you are adapting a group according to
the screen-space size of objects, you must specify to GLOD the
camera and current position of your object using homogenous
matrices using either the
Either function can be called at any point after loading or building an
object. The bound transform will persist indefinitely across this
GLOD session. It is not saved with a
Note that binding a transformation to an object does not actually
move it during the glodDraw process. As always, the OpenGL rendering
state is not changed by GLOD. It is up to you to set
this same transformation before calling
glodDrawPatch() to ensure
the adaptation and the rendered position are consistent.