我试图在OpenGL中创建2个框,但它们从里到外显示,有时它们没有正确重叠.视频http://www.youtube.com/watch?v=IVJu4zJFp7Q
我猜这是一个深度问题,但我无法弄清楚我做错了什么.
这是我用来初始化的代码:
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glDisable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
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这是我的distplay函数glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
drawYellowBox();
drawBlueBox();
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我用来绘制形状的代码:
glPushMatrix();
glBegin(GL_QUADS);
glColor3f(0.15, 0.15, 0.0);
// draw front
glVertex3f(-1.0, -1.5, 1.0);
glVertex3f( 1.0, -1.5, 1.0);
glVertex3f( 0.75, 1.5, 0.75);
glVertex3f(-0.75, 1.5, 0.75);
glColor3f(0.3, 0.3, 0.0);
// draw back
glVertex3f( 1.0, -1.5, -1.0);
glVertex3f(-1.0, -1.5, -1.0);
glVertex3f(-0.75, 1.5, -0.75);
glVertex3f( 0.75, 1.5, -0.75);
glColor3f(0.45, 0.45, 0.0);
// draw left
glVertex3f(-1.0, -1.5, -1.0);
glVertex3f(-1.0, -1.5, 1.0);
glVertex3f(-0.75, 1.5, 0.75);
glVertex3f(-0.75, 1.5, -0.75);
glColor3f(0.6, 0.6, 0.0);
// draw right
glVertex3f( 1.0, -1.5, 1.0);
glVertex3f( 1.0, -1.5, -1.0);
glVertex3f( 0.75, 1.5, -0.75);
glVertex3f( 0.75, 1.5, 0.75);
glColor3f(0.75, 0.75, 0.0);
// draw top
glVertex3f(-0.75, 1.5, 0.75);
glVertex3f( 0.75, 1.5, 0.75);
glVertex3f( 0.75, 1.5, -0.75);
glVertex3f(-0.75, 1.5, -0.75);
glColor3f(0.9, 0.9, 0.0);
// draw bottom
glVertex3f(-1.0, -1.5, -1.0);
glVertex3f( 1.0, -1.5, -1.0);
glVertex3f( 1.0, -1.5, 1.0);
glVertex3f(-1.0, -1.5, 1.0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslatef(0.0,2.5,0.0);
glRotatef(joint_ui_data->getDOF(Keyframe::HEAD), 0.0, 1.0, 0.0);
glBegin(GL_QUADS);
glColor3f(0.0, 0.15, 0.15);
// draw front face
glVertex3f(-0.8, -0.45, 0.8);
glVertex3f( 0.8, -0.45, 0.8);
glVertex3f( 0.75, 0.45, 0.75);
glVertex3f(-0.75, 0.45, 0.75);
glColor3f(0.0, 0.3, 0.3);
// draw back face
glVertex3f( 0.8, -0.45, -0.8);
glVertex3f(-0.8, -0.45, -0.8);
glVertex3f(-0.75, 0.45, -0.75);
glVertex3f( 0.75, 0.45, -0.75);
glColor3f(0.0, 0.45, 0.45);
// draw left face
glVertex3f(-0.8, -0.45, -0.8);
glVertex3f(-0.8, -0.45, 0.8);
glVertex3f(-0.75, 0.45, 0.75);
glVertex3f(-0.75, 0.45, -0.75);
glColor3f(0.0, 0.6, 0.6);
// draw right face
glVertex3f( 0.8, -0.45, 0.8);
glVertex3f( 0.8, -0.45, -0.8);
glVertex3f( 0.75, 0.45, -0.75);
glVertex3f( 0.75, 0.45, 0.75);
glColor3f(0.0, 0.75, 0.75);
// draw top
glVertex3f(-0.75, 0.45, 0.75);
glVertex3f( 0.75, 0.45, 0.75);
glVertex3f( 0.75, 0.45, -0.75);
glVertex3f(-0.75, 0.45, -0.75);
glColor3f(0.0, 0.9, 0.9);
// draw bottom
glVertex3f(-0.8, -0.45, -0.8);
glVertex3f(-0.8, -0.45, 0.8);
glVertex3f( 0.8, -0.45, 0.8);
glVertex3f( 0.8, -0.45, -0.8);
glEnd();
glPopMatrix();
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谢谢.
问题在于您发送顶点的顺序.
正如我们在代码中看到的那样,正面的顶点顺序是.
// Front
glVertex3f(-1.0, -1.5, 1.0); // Left Top
glVertex3f( 1.0, -1.5, 1.0); // Right Top
glVertex3f( 0.75, 1.5, 0.75); // Right Bottom
glVertex3f(-0.75, 1.5, 0.75); // Left Bottom
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正如我们在那段代码中看到的那样,顺时针发送顶点.默认情况下,OpenGL会逆时针读取所有多边形.这就是为什么所有相对的面都被移除/隐藏(剔除)的原因.
要解决此问题,您可以执行以下两项操作之一.
更改glFrontFace()的模式,使其变为GL_CW,而不是GL_CCW.虽然记住这个改变会影响你打电话后所发生的一切,glFrontFace(GL_CW)所以记得glFrontFace(GL_CCW)再次打电话,如果在任何其他地方,你再渲染一些逆时针绕线的东西.
更改您发送顶点的顺序.
从
// Front
glVertex3f(-1.0, -1.5, 1.0); // Left Top
glVertex3f( 1.0, -1.5, 1.0); // Right Top
glVertex3f( 0.75, 1.5, 0.75); // Right Bottom
glVertex3f(-0.75, 1.5, 0.75); // Left Bottom
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至
// Front
glVertex3f(-1.0, -1.5, 1.0); // Left Top
glVertex3f(-0.75, 1.5, 0.75); // Left Bottom
glVertex3f( 0.75, 1.5, 0.75); // Right Bottom
glVertex3f( 1.0, -1.5, 1.0); // Right Top
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虽然如果你已经拥有大量的网格,那么简单地将glFrontFace模式更改为更容易GL_CW.
此外,如果您想要更改哪些面被剔除,您还可以将glCullFace的模式更改为其中之一GL_FRONT,GL_BACK或GL_FRONT_AND_BACK初始值为GL_BACK.
请记住,您需要调用glEnable(GL_CULL_FACE)以根据顶点绕组启用多边形剔除.
如果它不是顶点绕组问题,它可能(虽然它会非常奇怪),是一个深度测试问题.
将此代码添加到初始化代码中.
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
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