Dab*_*ius 4 opengl macos xcode glfw
我在OpenGL中渲染深度有问题
以下代码是发生问题的代码的简单示例.它在同一个地方渲染出2个梯形,其中一个旋转.但旋转的一个总是显示在顶部,即使旋转时应该在第一个梯形后面.
我想我通过初始化OpenGL搞砸了一些东西.此外,当搜索stackoverflow时,我发现有人建议执行以下代码并查看输出的帖子.
int depth;
glGetIntegerv(GL_DEPTH_BITS, &depth);
printf("%i bits depth", depth);
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好的输出是,0位深度,这是不好我猜:(
我正在使用glfw库在xCode上开发Mac
#include <GL/glfw.h>
#include <stdlib.h>
int main( void )
{
int running = GL_TRUE;
if( !glfwInit() )
{
exit( EXIT_FAILURE );
}
// Open an OpenGL window
if( !glfwOpenWindow( 640,480, 0,0,0,0,0,0, GLFW_WINDOW ))
{
glfwTerminate();
exit( EXIT_FAILURE );
}
glEnable(GL_DEPTH_TEST);
float angle = 0;
// Main loop
while( running )
{
double elapsedTime = glfwGetTime();
glfwSetTime(0);
angle += 90 * elapsedTime;
// OpenGL rendering goes here...
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix(); //Save the transformations performed thus far
glColor3f(1.0f, 1.0, 0.0);
glTranslatef(0.0f, 0.0f, 0.0f); //Move to the center of the trapezoid
//glRotatef(angle, 0.0f, 1.0f, 0.0f); //Rotate about the y-axis
glBegin(GL_QUADS);
//Trapezoid
glVertex3f(-0.7f, -0.5f, 0.0f);
glVertex3f(0.7f, -0.5f, 0.0f);
glVertex3f(0.4f, 0.5f, 0.0f);
glVertex3f(-0.4f, 0.5f, 0.0f);
glEnd();
glPopMatrix();
glPushMatrix(); //Save the transformations performed thus far
glColor3f(1.0f, 0.0, 0.0);
glTranslatef(0.0f, 0.0f, 0.0f); //Move to the center of the trapezoid
glRotatef(angle, 0.0f, 1.0f, 0.0f); //Rotate about the y-axis
glBegin(GL_QUADS);
//Trapezoid
glVertex3f(-0.7f, -0.5f, 0.0f);
glVertex3f(0.7f, -0.5f, 0.0f);
glVertex3f(0.4f, 0.5f, 0.0f);
glVertex3f(-0.4f, 0.5f, 0.0f);
glEnd();
glPopMatrix(); //Undo the move to the center of the trapezoid
glfwSwapBuffers();
// Check if ESC key was pressed or window was closed
running = !glfwGetKey( GLFW_KEY_ESC ) &&
glfwGetWindowParam( GLFW_OPENED );
}
// Close window and terminate GLFW
glfwTerminate();
// Exit program
exit( EXIT_SUCCESS );
}
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if(!glfwOpenWindow(640,480,0,0,0,0,0,0,GLFW_WINDOW))
为什么你通过所有这些零?那些参数很重要.该GLFW参考文档(PDF)显示,这些参数描述了你多少位想要的颜色,深度和模板.倒数第二个零是深度位的数量.你为帧缓冲要求了0位深度,这就是你得到的.
你不能责怪API做你所要求的;)
一个更合理的命令是:
if( !glfwOpenWindow( 640,480, 8, 8, 8, 8, 24, 8, GLFW_WINDOW ))
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这为RGBA提供了8位,深度为24位,模板为8位.
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