我正尝试使用以下相机代码实现相机控制的场景:http://www.swiftless.com/tutorials/opengl/camera2.html
来自书籍的风景代码,随机生成地形。通过使用如下所示的代码,鼠标控件和横向工作,但横向保持随机生成。我怀疑这与IdleFunc有关,但如果我从main()中取出该行,鼠标就会停止工作。
如何将相机和土地分开独立工作?
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
camera();
landscape.draw();
glutSwapBuffers();
}
主页中的:
// callback methods
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutIdleFunc(display);
glutPassiveMotionFunc(mouseMovement);
land.cpp:
void land::draw(void)
{
int i;
size = 1;
for (i=1;i<=numlevels;i++) size = size * 2;
for (i=0;i<=size;i++) cd[i] = (GLfloat)i/(GLfloat)size;
twotopowerh = exp(log(2.0)*hvalue);
cvalue = 1.0*sqrt(1.0 - twotopowerh*twotopowerh/4.0);
if (!sea) {
calcheights();
makesmooth();
}
drawmesh();
drawsides();
if (sea) {
drawsea();
sea = 0;
}
}
答案 0 :(得分:2)
事实上,横向绘图代码每次调用时都会重新生成几何体。 land :: draw中的所有代码,除了drawmesh(),drawsides()和drawsea()之外,都应该放在构造函数或初始化程序中。只应从绘图函数中进行绘图调用。
land.hpp
class land : …
{
// ...
public:
void generate(void);
// ...
}
land.cpp
void land::generate(void)
{
int i;
size = 1;
for (i=1;i<=numlevels;i++) size = size * 2;
for (i=0;i<=size;i++) cd[i] = (GLfloat)i/(GLfloat)size;
twotopowerh = exp(log(2.0)*hvalue);
cvalue = 1.0*sqrt(1.0 - twotopowerh*twotopowerh/4.0);
if (!sea) {
calcheights();
makesmooth();
}
}
void land::draw(void)
{
drawmesh();
drawsides();
if (sea) {
drawsea();
sea = 0;
}
}
在主要
glutDisplayFunc(display);
glutReshapeFunc(reshape);
// better just issue a redisplay, allows for smoother input event processing
glutIdleFunc(glutPostRedisplay);
glutPassiveMotionFunc(mouseMovement);
landscape.generate();
// ...
glutMainLoop();