OpenGL并非所有四边形都已填充

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.

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(-1.2,0.0,-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?