OpenGL并非所有四边形都已填充
我正试着把所有的四边形都填满。目前,它只在盒子的右侧上色。这是我的密码OpenGL并非所有四边形都已填充,opengl,Opengl,我正试着把所有的四边形都填满。目前,它只在盒子的右侧上色。这是我的密码 void showPictureW() { glDepthMask(true); glColor3f(1,0,0); //front glBegin( GL_QUADS ); glVertex3f(-1.2,0.8,-4.0); glVertex3f(2,0.8,-4.0); glVertex3f(2,0.0,-4.0); glVertex3f(-1.2,0.
void showPictureW()
{
glDepthMask(true);
glColor3f(1,0,0);
//front
glBegin( GL_QUADS );
glVertex3f(-1.2,0.8,-4.0);
glVertex3f(2,0.8,-4.0);
glVertex3f(2,0.0,-4.0);
glVertex3f(-1.2,0.0,-4.0);
glEnd();
//back
glBegin( GL_QUADS );
glVertex3f(1.8,1.0,-4.0); //2
glVertex3f(1.8,1.8,-4.0);
glVertex3f(5.0,1.8,-4.0);
glVertex3f(5.0,1.0,-4.0);
glEnd();
//left
glBegin( GL_QUADS );
glVertex3f(1.8,1.8,-4.0);
glVertex3f(1.8,1.0,-4.0);
glVertex3f(-1.2,0.0,-4.0);
glVertex3f(-1.2,0.8,-4.0);
glEnd();
//right
glBegin( GL_QUADS );
glVertex3f(2.0,0.8,-4.0);
glVertex3f(2.0,0.0,-4.0);
glVertex3f(5.0,1.0,-4.0);
glVertex3f(5.0,1.8,-4.0);
glEnd();
}
static void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
static void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslated(-3.5,-3,0);
showPictureW();
glPopMatrix();
glutSwapBuffers();
}
static void idle(void)
{
glutPostRedisplay();
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
/* Program entry point */
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(800,600);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("FreeGLUT Shapes");
glutReshapeFunc(resize);
glutDisplayFunc(display);
glutKeyboardFunc(key);
glutIdleFunc(idle);
glClearColor(1,1,1,1);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();
return EXIT_SUCCESS;
}
当我使用GL\u LINE\u LOOP
时,该框显示良好。当我换成四元组时,它不能正常输出
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
确保所有四芯电缆都有“正确”的逆时针绕组
或禁用剔除
确保所有四芯电缆都有“正确”的逆时针绕组
或禁用剔除。可能是剔除问题。尝试将其关闭,如果成功,请反转四边形的顶点顺序。您是否确定坐标正确(例如,所有z坐标均为-4)。此外,在开头只使用一个
glBegin()
,在结尾只使用一个glEnd()
,这样做很有效。我禁用了挑选。谢谢!:)我是否将所有顶点坐标“网格化”在一起?只有一个glBegin和glEnd?可能是捕杀的问题。尝试将其关闭,如果成功,请反转四边形的顶点顺序。您是否确定坐标正确(例如,所有z坐标均为-4)。此外,在开头只使用一个glBegin()
,在结尾只使用一个glEnd()
,这样做很有效。我禁用了挑选。谢谢!:)我是否将所有顶点坐标“网格化”在一起?只有一个glBegin和glEnd?