Python 尝试在pyOpenGL中绘制一个简单的正方形
我正在尝试使用pyopengl自学OpenGL,我对以原点为中心渲染一个简单的二维正方形感到惊讶。每当我将数组值设置为大于或等于1时,形状就会占据整个屏幕,就像我只查看轴的一小部分一样。我试图以用pyopengl重写的NeHe教程为基础,但我找不到我做错了什么Python 尝试在pyOpenGL中绘制一个简单的正方形,python,opengl,pyopengl,Python,Opengl,Pyopengl,我正在尝试使用pyopengl自学OpenGL,我对以原点为中心渲染一个简单的二维正方形感到惊讶。每当我将数组值设置为大于或等于1时,形状就会占据整个屏幕,就像我只查看轴的一小部分一样。我试图以用pyopengl重写的NeHe教程为基础,但我找不到我做错了什么 from OpenGL.GL import * from OpenGL.GLU import * from OpenGL.GLUT import * def display(): glClear(GL_COLOR_BUFFER_
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
def display():
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glBegin(GL_QUADS)
glVertex3f(2,-2,0)
glVertex3f(2,2,0)
glVertex3f(-2,2,0)
glVertex3f(-2,-2,0)
glEnd()
glutSwapBuffers()
if __name__ == '__main__':
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
glutInitWindowSize(640,480)
glutCreateWindow("Hello World :'D")
glutDisplayFunc(display)
glutIdleFunc(display)
glutMainLoop()
尝试设置非默认投影矩阵:
def display():
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho( 0, 640, 0, 480, -10, 10)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
...
您需要设置投影矩阵和视口。Python允许我们使用一点函数式编程,以合理的方式进行编程:
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
def display(w, h):
aspect = float(w)/float(h)
glViewport(0, 0, w, h)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(-aspect * 5, aspect * 5, -5, 5, -1, 1)
glMatrixMode(GL_MODELVIEW);
glLoadIdentity()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glBegin(GL_QUADS)
glVertex3f(2,-2,0)
glVertex3f(2,2,0)
glVertex3f(-2,2,0)
glVertex3f(-2,-2,0)
glEnd()
glutSwapBuffers()
def reshape(w, h):
glutDisplayFunc(lambda: display(w, h))
glutPostRedisplay();
if __name__ == '__main__':
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
glutInitWindowSize(640,480)
glutCreateWindow("Hello World :'D")
glutReshapeFunc(reshape)
glutIdleFunc(glutPostRedisplay)
glutMainLoop()