Java 正交摄影机会导致剪辑问题
使用LibGDX来简化我的项目,我遇到了一个似乎找不到问题根源的问题。无论何时渲染模型,它在投影视图中都会显示良好,但一旦切换到正交视图,就会出现一些奇怪的剪裁问题 如上所述,我使用的是LibGDX,如果您需要OpenGL等价物,请询问。以下是代码的一些部分,可根据要求提供:Java 正交摄影机会导致剪辑问题,java,libgdx,clipping,orthographic,Java,Libgdx,Clipping,Orthographic,使用LibGDX来简化我的项目,我遇到了一个似乎找不到问题根源的问题。无论何时渲染模型,它在投影视图中都会显示良好,但一旦切换到正交视图,就会出现一些奇怪的剪裁问题 如上所述,我使用的是LibGDX,如果您需要OpenGL等价物,请询问。以下是代码的一些部分,可根据要求提供: public Camera(String type) { if (type.contains("perspective")) { position = new Vector3(1, 2,
public Camera(String type) {
if (type.contains("perspective")) {
position = new Vector3(1, 2, 1);
lookAt = new Vector3(0, 1, 0);
perspectiveCamera = new PerspectiveCamera(67,
Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
perspectiveCamera.position.set(position);
perspectiveCamera.lookAt(lookAt);
perspectiveCamera.near = 1f;
perspectiveCamera.far = 300f;
perspectiveCamera.update();
}
if (type.contains("orthographic")) {
position = new Vector3(1, 1, 1);
lookAt = new Vector3(0, 0, 0);
orthographicCamera = new OrthographicCamera(
Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
orthographicCamera.position.set(position);
orthographicCamera.lookAt(lookAt);
orthographicCamera.near = 1f;
orthographicCamera.far = 300f;
orthographicCamera.zoom = 0.005f;
orthographicCamera.update();
}
}
----换班
@Override
public void render() {
Vector3 translate = new Vector3(isTrue(input.D)
+ (isTrue(input.A) * -1), 0, isTrue(input.W)
+ (isTrue(input.S) * -1)).nor().crs(
new Vector3(0.05f, 0.05f, 0.05f));
camera.perspectiveCamera.translate(translate);//Change to orthographic accordingly
camera.perspectiveCamera.update();//Change to orthographic accordingly
// Temporary (testing)
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(),
Gdx.graphics.getHeight());
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
batch.begin(camera.getPerspectiveCamera());//Change to orthographic accordingly
for (int n = 0; n < world.entities.size; n++) {
instance = world.entities.get(n).modelInstance;
instance.transform.setToTranslation(world.entities.get(n).position);
world.entities.get(n).modelInstance = instance;
batch.render(world.entities.get(n).modelInstance, environment);
}
batch.end();
}
@覆盖
公共无效呈现(){
Vector3 translate=新Vector3(isTrue(input.D)
+(输入A)*-1,0,输入W)
+(isTrue(input.S)*-1)).nor().crs(
新矢量3(0.05f,0.05f,0.05f));
camera.perspectiveCamera.translate(translate);//相应地更改为正交
camera.perspectiveCamera.update();//相应地更改为正交
//临时(测试)
Gdx.gl.glViewport(0,0,Gdx.graphics.getWidth(),
graphics.getHeight());
Gdx.gl.glClear(GL20.gl_颜色_缓冲_位| GL20.gl_深度_缓冲_位);
batch.begin(camera.getPerspectiveCamera());//相应地更改为正交
对于(int n=0;n
通过将文件转换为LibGDX的本机文件格式解决了这个问题在我看来,深度测试似乎被禁用了。奇怪的是,深度测试似乎完全隐藏了它。LibGDX让我很困惑。你为什么要尝试使用三维正交相机?通常使用透视相机。我有我的理由,我发现了错误!结果表明,LibGDX的本机文件格式优于.obj/.fbx文件。使用转换器似乎解决了这个问题。