Thank you so much!!! I really appreciate it!

However, on display, there is always this error in x dimension of the 
window.. I'm trying to draw text boxes on click, but the rectangles are 
really off (to the left) when I click on the left half of the screen. It 
gets a little more accurate over to the right though. I'm trying to look 
for solutions on my own, but it would be wonderful if you could offer some 
insight!

Also, on a side note, can I still use gluUnProject with OpenGL 4 in pyglet, 
since it's deprecated? It didn't give me any error though..

On Tuesday, May 2, 2017 at 3:11:39 AM UTC-4, Benjamin Moran wrote:
>
> I had a look at that video, and maybe I can add a little bit more specific 
> information to what Greg has said.
>
> In the video, the Model class has it's own batch. It also has it's own 
> draw() method, which simply draws that batch.
> I would get rid of that, and create two batches in the main Window class:  
> self.batch3d and self.batch2d. When making the Model instances, pass the 
> self.batch3d into it and add everything to that batch.  Use the 
> self.batch2d class for everything that should be 2D, such as labels, hUD 
> sprites, etc. 
>
> In the Window.on_draw() method, you should have something like:
> def on_draw(self):
>     self.set_3d()
>     self.batch3d.draw()
>     self.set_2d()
>     self.batch2d.draw()
>
> There are a lot of different ways to structure this, but this might be an 
> easy way to get started.
>
>
>
>
>
>
> On Sunday, April 30, 2017 at 3:49:51 AM UTC+9, Samson Liu wrote:
>>
>> Hello
>>
>> I'm trying to implement GUI in my 3d scene, but I wasn't able to find a 
>> lot of examples on how you would implement that.
>>
>> My current code is, based on this tutorial https://goo.gl/EViXlm. It's a 
>> short minecraft introduction, which obviously doesn't incorporate any GUI.
>>
>> Even though I changed almost everything and added a lot more to that 
>> code, my logic stayed the same:  I have one window class, and in the 
>> on_draw function, I call the projection matrix and modelview matrix. Then I 
>> have a 'push' function with glRotatef and glTranslate, which is for moving 
>> the camera and they linked to my model class. I have separate classed for 
>> GUI, terrain and other stuff too.
>>
>> I know it should be easy: I just don't have to call 'push' for the GUI 
>> part. But I can't really grasp how to separately draw the model and the 
>> GUI? Right now everything is moving, and I almost feel like I need 2 window 
>> classes but that's obviously not the solution.
>>
>> Also, I can switch between 2d and 3d view, I just can't separate for GUI 
>> and model 
>>
>> I watched ThinMatrix's LWJGL and OpenGL series, but I think he's doing a 
>> lot of the projection matrix things in the shaders.. So it doesn't really 
>> apply. Then I found examples for only 2d or for Java and it didn't make a 
>> whole lot of sense to me.
>>
>> Thank you so much for helping!
>>
>

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