   MD2 Models...
  I''ve been working on a simple OpenGL engine written in C# using OpenGL and I''m getting MD2 models to load and display.  The only problem is, they all come out huge!  I''ve checked my vertices (after scaling and translation) against other sample applications and they agree exactly.  Is there some OpenGL setting that I''m missing somewhere?Here''s my OpenGL initialization (C# using CsGL):GL.glShadeModel(GL.GL_SMOOTH);GL.glEnable(GL.GL_POLYGON_SMOOTH);GL.glEnable(GL.GL_DEPTH_TEST);GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);//Enable cullingGL.glEnable(GL.GL_CULL_FACE);GL.glFrontFace(GL.GL_CCW);My drawing function simply runs through each point in a frame and renders every three as a triangle with glVertex3f(...).I''d appreciate any advice that anyone can give. 
  Well, what code do you use to set up your "camera"?  o_O   Kami no Itte ga ore ni zettai naru! ;  OpenGL units are meaningless when it comes to scale.  How you set up your frustum and any transformations will control how big your model shows up when rendered.   ;  Hey can I get the part from your engine where you load md2 files!?? PLS pip010@mail.bg ;  Thanks for the reply!I''m using gluLookAt(X, Y, Z, CenterX, CenterY, CenterZ, 0.0f, 1.0f, 0.0f) where X, Y, and Z are the position of the camera and CenterX, CenterY, and CenterZ are calcuated by usingPoint3f Center = new Point3f( m_Position.X + Global.SinDeg(m_Yaw), m_Position.Y + Global.SinDeg(m_Pitch), m_Position.Z - Global.CosDeg(m_Yaw) );where SinDeg and CosDeg are defined aspublic const float DegreeToRadian = (2 * (float)Math.PI) / 360; public static float SinDeg(float Angle){   return( (float)Math.Sin(Angle * DegreeToRadian) );}public static float CosDeg(float Angle){   return( (float)Math.Cos(Angle * DegreeToRadian) );}I use CosDeg and SinDeg when moving the camera around as well. ;  Move the camera back by 50 units, or scale the models by some reasonable scale (1/10, or 1/40, say) before drawing them.You gotta make up your mind about what units actually mean, and then make sure that all your data sticks to it. For example, if you decide that 1 unit == 1 meter, but the mesh is saved with 1 unit == 1 inch, then you need to scale by 1/40 to make the mesh right-size for your rendering units. ;  I have no problem scaling the model, but I'm curious why I have to.  Looking at code, say, from OpenGL game programming, I don't see any such scaling.  That's why I figured there was some OpenGL command that I was missing to change the default rendering units or something.  I would think that if I'm loading the same points, our renderings should look the same, right?--EditWhen I say the models are "big", I mean that when I walk up to them using my camera functions, the Quake 2 ogre looks the size of a 10 story building.   [edited by - DaWanderer on February 1, 2004 12:51:01 AM];  as i recall, it is necessary to scale the models by v< 64.0f, 64.0f, 64.0f > in order to get ''em right.  Cheerz, JB ;  That worked great!  Thanks, beaton_john! ;  pe666o you can get MD2/MD3 loading code at gametutorials.com It''s an excelent site. I''m using them right now and combionation of camera and scaling does the trick. They come out just the size i want. Wish they had more polys and normals you don''t have to reclaculate on each frame.  