我正在做我的OpenGL程序,我碰巧有问题,你能找到它的问题吗?
当我使用glOrtho它时,它以y轴为中心旋转一个平面工作正常,但gluPerspective事实并非如此.
这有一些问题,gluPerspective因为当我将角度更改为0时,我只能看到一些东西而不是整个东西.但是当我把它改为45时,屏幕上什么也没有出现,我也没有得到关于远近值的线索.
#include iostream
#include "Xlib.h"
#include "gl.h"
#include "glu.h"
#include "glut.h"
#include math.h
void setupRC()
{
glClearColor(1,0,0,1);
glColor3f(0,0,0);
}
void timerfunc(int value)
{
glutPostRedisplay();
glutTimerFunc(1, timerfunc ,1);
}
void RenderScene()
{
glColor3f(0,0,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
static GLfloat rot = 0.0f,x =0.0f , y=1.0f , z=0.0f;
rot++;
glPushMatrix();
glRotatef(rot,0.0,1.0,0.0);
glBegin(GL_POLYGON);
glVertex3i(1,-1,0);
glVertex3i(1,1,0);
glVertex3i(-1,1,0);
glVertex3i(-1,-1,0);
glVertex3i(1,-1,0);
glEnd();
glPopMatrix();
if (rot == 360)
rot = 0;
glutSwapBuffers();
}
void ChangeSize(GLint w, GLint h)
{
if(h==0)
h = 1;
GLfloat aspectratio = (GLfloat)w/(GLfloat)h;
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, aspectratio, 1,1000);
/*if(w <= h)
glOrtho(-100,100,-100/aspectratio, 100/aspectratio, 1,-1);
else
glOrtho(-100*aspectratio, 100*aspectratio , -100,100,1,-1);*/
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc , char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(800,600);
glutInitWindowPosition(0,0);
glutCreateWindow("chelsea");
glutTimerFunc(1, timerfunc , 1);
setupRC();
glutDisplayFunc(RenderScene);
glutReshapeFunc(ChangeSize);
glutMainLoop();
return 0;
}
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您的问题是:您的多边形和您的相机处于相同的坐标.(多边形不在相机前面,它在它上面.)
然而,fovy在构建透视矩阵时将其设置为0°会产生一个(真正的)广角相机,它能够看到(真正)近距离的物体 - 解释为什么你可以看到某些东西,"但不是整个事物".
如果您希望能够看到"整个事物" fovy=45,请通过沿Z轴应用负平移来移动多边形远离相机:
void RenderScene()
{
...
glPushMatrix();
glTranslatef(0.,0.,-10.); // Move away from camera
glRotatef(rot,0.0,1.0,0.0);
glBegin(GL_POLYGON);
...
glEnd();
glPopMatrix();
...
}
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