Hi!
Hylke i want to know that if vec3 PosModel is a structure made by us then
Yup, you will have to define it your self. You can define it like this:
typedef float vec3[3];

how it is getting the values of current x,y,z coordinates of the lib3ds
loaded object.
If you want to get the min and max vertices of your model, you need to loop through the whole model, and compare it using existing values. It's like this(you will need to adjust to get it actually working, but this is just to give you an idea):
vec3 mymin,mymax;

// Code to init min and max come here
Lib3dsMesh *mesh;
for(mesh=FilePtr->meshes;mesh != 0;mesh=mesh->next) //loop through each mesh
{
 for(unsigned long FaceLooper = 0;FaceLooper < mesh->faces;FaceLooper++)
 {
   Lib3ds *Face = mesh->FaceL[FaceLooper];
   mesh->pointL[Face->points[i]].pos
   for(int i=0; i<3; ++i)
   {
     for(int j = 0;j <3;j++)
     {
       mymin[j] = std::min(mymin[j], mesh->pointL[Face->points[i]].pos[j]);
       mymax[j] = std::max(mymax[j], mesh->pointL[Face->points[i]].pos[j]);
     }
 }
}
Hylke


On 5/31/06, Hylke Donker <[EMAIL PROTECTED]> wrote:

It's the center of your model. This depends on your models vertices, and
whether you're changing the position of your model using glTranslate.
For example, if you use glTranslatef to translate to an other point like
this(you have to specify the variable ExtraDistance yourself):
glTranslatef(ExtraDistance.[0], ExtraDistance.[1], ExtraDistance.[2]);
And if you have both the smallest and the biggest vertices of a model(you
have to fetch them your self by comparing every pointL element from the
struct Lib3dsMesh using the min() and max() function) you can calculate it
like this:
vec3 PosModel;
for(int i = 0;i < 3;i++)
PosModel.[0] = (MaxVertex.[i] - MinVertex.[i])/2 + MinVertex.[i] +
ExtraDistance.[i];

I hope this makes sense :-)
Hylke

From: "sana anwar" <[EMAIL PROTECTED]>
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Subject: Re: [Lib3ds-devel] zooming priblem
Date: Wed, 31 May 2006 10:37:03 +0500
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Hi,
sorry for replying to late,but i m not on work.plz tell me PosModel is the
object of  which lib3ds structure.


On 5/25/06, Hylke Donker <[EMAIL PROTECTED]> wrote:
>
>I forgot the minus :-)
>it's:
>glTranslatef(PosModel.x*(1.0-1.0/ZoomFactor)*-1.0,
>PosModel.y*(1.0-1.0/ZoomFactor)*-1.0, PosModel.z*(1.0-1.0/ZoomFactor)*1.0
>);
>Hylke
>
>From: "Hylke Donker" <[EMAIL PROTECTED]>
>Reply-To: [email protected]
>To: [email protected]
>Subject: RE: [Lib3ds-devel] zooming priblem
>Date: Thu, 25 May 2006 15:43:35 +0000
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>If it's a factor, you can do like this:
>
>glPushMatrix();
>glTranslatef(PosModel.x*(1-1/ZoomFactor), PosModel.y*(1-1/ZoomFactor),
>PosModel.z*(1-1/ZoomFactor));
>[do rendering or whatever]
>glPopMatrix();
>
>
>From: "sana anwar" <[EMAIL PROTECTED]>
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>r u saying that i can use the zoom factor in translation coordinates
>
>
>
>
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