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);
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();
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();
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
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
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
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);