Opengl 如何绘制立方体而不是四边形?

Opengl 如何绘制立方体而不是四边形?,opengl,graphics,glut,cube,glu,Opengl,Graphics,Glut,Cube,Glu,下面的代码在OpenGL中绘制了一个迷宫或迷宫,结果是一个2D迷宫,我现在需要做的是绘制立方体而不是这些四边形,我该怎么做 function drawmaze() { int x,y,dl; glNewList(dl=glGenLists(1),GL_COMPILE); glPushAttrib(GL_TEXTURE_BIT | GL_LIGHTING_BIT); glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2

下面的代码在OpenGL中绘制了一个迷宫或迷宫,结果是一个2D迷宫,我现在需要做的是绘制立方体而不是这些四边形,我该怎么做

function drawmaze() {
    int x,y,dl;
    glNewList(dl=glGenLists(1),GL_COMPILE);
    glPushAttrib(GL_TEXTURE_BIT | GL_LIGHTING_BIT);
    glDisable(GL_LIGHTING);
    glDisable(GL_TEXTURE_2D);
    glColor3f(1.0f,1.0f,1.0f);

    glBegin(GL_QUADS);
//  glPushMatrix();
    float i = 0;
    for(y=0;y < mazedata.size();y++) {
        for(x=0;x < mazedata[y].size();x++) {
            bool dibujar = false;
            if(wall(x,y)) {             
                glColor3ub(46,151,208);
                drawable = true;                
            }                       
            else
            if (entry(x,y)) {
                glColor3f(0.0f,0.184f,0.792f);
                drawable = true;
            }
            else
            if (mazexit(x,y)) {
                glColor3f(0.811f,0.188f,0.176f);
                drawable = true;
            }
            else 
            if (thing(x,y)) {
                glColor3ub( 151, 204, 0 );
                drawable = true;
            }
            else 
            if (visited(x,y)) {
                glColor3ub( 66, 66, 66 );
                drawable = true;
            }

            if (drawable) {
                //glPushMatrix();
                /*
                                This is a try
                                glTranslatef(1.0,0., 0.0f );

                    glutSolidCube(0.5);*/
                //glPopMatrix();
                glVertex3f(x+0.0f ,y+0.0f ,0.0f );
                glVertex3f(x+0.0f ,y+1.0f ,0.0f );
                glVertex3f(x+1.0f ,y+1.0f ,0.0f );
                glVertex3f(x+1.0f ,y+0.0f ,0.0f );
                // topside:
                glVertex3f(x+0.0f ,y+0.0f ,1.0f );
                glVertex3f(x+1.0f ,y+0.0f ,1.0f );
                glVertex3f(x+1.0f ,y+1.0f ,1.0f );
                glVertex3f(x+0.0f ,y+1.0f ,1.0f );
            }

        }
        i++;
    }
    glEnd();
//  glPopMatrix();
    glPopAttrib();
    glEndList();
    return(dl);
}
函数drawmaze(){
int x,y,dl;
glNewList(dl=glgenlist(1),GL_编译);
glPushAttrib(GL_纹理_位| GL_照明_位);
glDisable(GLU照明);
glDisable(GL_纹理_2D);
GL3F(1.0f,1.0f,1.0f);
glBegin(GL_QUADS);
//glPushMatrix();
浮点数i=0;
对于(y=0;y
没有可以绘制立方体的原生opengl方法

glBegin(GL_QUADS);
    // front
    glVertex3f(0.0f, 0.0f, 0.0f);
    glVertex3f(1.0f, 0.0f, 0.0f);
    glVertex3f(1.0f, 1.0f, 0.0f);
    glVertex3f(0.0f, 1.0f, 0.0f);
    // back
    glVertex3f(0.0f, 0.0f, -1.0f);
    glVertex3f(1.0f, 0.0f, -1.0f);
    glVertex3f(1.0f, 1.0f, -1.0f);
    glVertex3f(0.0f, 1.0f, -1.0f);
    // right
    glVertex3f(1.0f, 0.0f, 0.0f);
    glVertex3f(1.0f, 0.0f, -1.0f);
    glVertex3f(1.0f, 1.0f, -1.0f);
    glVertex3f(1.0f, 1.0f, 0.0f);
    // left
    glVertex3f(0.0f, 0.0f, 0.0f);
    glVertex3f(0.0f, 0.0f, -1.0f);
    glVertex3f(0.0f, 1.0f, -1.0f);
    glVertex3f(0.0f, 1.0f, 0.0f);
    // top
    glVertex3f(0.0f, 1.0f, 0.0f);
    glVertex3f(1.0f, 1.0f, 0.0f);
    glVertex3f(1.0f, 1.0f, -1.0f);
    glVertex3f(0.0f, 1.0f, -1.0f);
    // bottom
    glVertex3f(0.0f, 0.0f, 0.0f);
    glVertex3f(1.0f, 0.0f, 0.0f);
    glVertex3f(1.0f, 0.0f, -1.0f);
    glVertex3f(0.0f, 0.0f, -1.0f);
glEnd();

所以你必须画6个四边形才能画出一个立方体。

Hmm?不知道。尝试6个四元组而不是1个四元组,看看会发生什么。
glBegin(GL_QUADS);
    // front
    glVertex3f(0.0f, 0.0f, 0.0f);
    glVertex3f(1.0f, 0.0f, 0.0f);
    glVertex3f(1.0f, 1.0f, 0.0f);
    glVertex3f(0.0f, 1.0f, 0.0f);
    // back
    glVertex3f(0.0f, 0.0f, -1.0f);
    glVertex3f(1.0f, 0.0f, -1.0f);
    glVertex3f(1.0f, 1.0f, -1.0f);
    glVertex3f(0.0f, 1.0f, -1.0f);
    // right
    glVertex3f(1.0f, 0.0f, 0.0f);
    glVertex3f(1.0f, 0.0f, -1.0f);
    glVertex3f(1.0f, 1.0f, -1.0f);
    glVertex3f(1.0f, 1.0f, 0.0f);
    // left
    glVertex3f(0.0f, 0.0f, 0.0f);
    glVertex3f(0.0f, 0.0f, -1.0f);
    glVertex3f(0.0f, 1.0f, -1.0f);
    glVertex3f(0.0f, 1.0f, 0.0f);
    // top
    glVertex3f(0.0f, 1.0f, 0.0f);
    glVertex3f(1.0f, 1.0f, 0.0f);
    glVertex3f(1.0f, 1.0f, -1.0f);
    glVertex3f(0.0f, 1.0f, -1.0f);
    // bottom
    glVertex3f(0.0f, 0.0f, 0.0f);
    glVertex3f(1.0f, 0.0f, 0.0f);
    glVertex3f(1.0f, 0.0f, -1.0f);
    glVertex3f(0.0f, 0.0f, -1.0f);
glEnd();