运行应用程序后,应用程序的视口以闪烁模式在两个渲染之间闪烁。我假设正面和背面的缓冲区正在交换。
我该怎样防止这种情况?我希望所有三角形始终保持在屏幕上。
我正在研究一个Sierpinski垫片(我很接近但尚未完成。不要告诉我,我想弄明白!)。我对通用代码清理感兴趣。我愿意接受任何建议!
#include SFML/Graphics.hpp
#include GL/glew.h
using namespace sf;
struct point
{
float x, y; // z is always 0 ... for now. MWUAHAHAA
};
point points[3] = {{0.f, 1.f}, // top
{-1.f, -1.f}, // left
{ 1.f, -1.f}}; // right
point temp = {points[0].x, points[0].y};
void renderFirstTriangle()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_TRIANGLES);
glColor3f(1.f, 1.f, 1.f);
glVertex3f(points[0].x, points[0].y, 0.f);
glColor3f(1.f, 1.f, 1.f);
glVertex3f(points[1].x, points[1].y, 0.f);
glColor3f(1.f, 1.f, 1.f);
glVertex3f(points[2].x, points[2].y, 0.f);
glEnd();
}
int main()
{
Window window(VideoMode(800, 600), "Fractal", Style::Default, ContextSettings(32));
window.setVerticalSyncEnabled(true);
renderFirstTriangle();
while (window.isOpen())
{
Event event;
while (window.pollEvent(event))
{
if (event.type == Event::Resized)
glViewport(0, 0, event.size.width, event.size.height);
else if (event.type == Event::Closed)
window.close();
}
for (int i = 0; i < 2; i++)
{
// calculate new vertex positions
temp.x = points[0].x;
temp.y = points[0].y;
glBegin(GL_TRIANGLES);
if( i % 2 )
glColor3f(0.1f, 0.1f, 0.1f);
glVertex3f((points[0].x + points[1].x) / 2, (points[0].y + points[1].y) / 2, 0.0f);
glVertex3f((points[1].x + points[2].x) / 2, (points[1].y + points[2].y) / 2, 0.0f);
glVertex3f((points[2].x + temp.x) / 2, (points[2].y + temp.y) / 2, 0.0f);
glEnd();
}
window.display();
}
}
答案 0 :(得分:0)
每次通过主循环清除屏幕:
// g++ main.cpp -lGL -lsfml-graphics -lsfml-window
// using SFML 1.6
#include <SFML/Graphics.hpp>
using namespace sf;
struct point
{
float x, y; // z is always 0 ... for now. MWUAHAHAA
};
point points[3] = {{0.f, 1.f}, // top
{-1.f, -1.f}, // left
{ 1.f, -1.f}}; // right
point temp = {points[0].x, points[0].y};
void renderFirstTriangle()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_TRIANGLES);
glColor3f(1.f, 1.f, 1.f);
glVertex3f(points[0].x, points[0].y, 0.f);
glColor3f(1.f, 1.f, 1.f);
glVertex3f(points[1].x, points[1].y, 0.f);
glColor3f(1.f, 1.f, 1.f);
glVertex3f(points[2].x, points[2].y, 0.f);
glEnd();
}
int main()
{
Window window(VideoMode(800, 600), "Fractal");
window.UseVerticalSync(true);
renderFirstTriangle();
while (window.IsOpened())
{
Event event;
while (window.GetEvent(event))
{
if (event.Type == Event::Resized)
glViewport(0, 0, event.Size.Width, event.Size.Height);
else if (event.Type == Event::Closed)
window.Close();
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for (int i = 0; i < 2; i++)
{
// calculate new vertex positions
temp.x = points[0].x;
temp.y = points[0].y;
glBegin(GL_TRIANGLES);
if( i % 2 )
glColor3f(0.1f, 0.1f, 0.1f);
glVertex3f((points[0].x + points[1].x) / 2, (points[0].y + points[1].y) / 2, 0.0f);
glVertex3f((points[1].x + points[2].x) / 2, (points[1].y + points[2].y) / 2, 0.0f);
glVertex3f((points[2].x + temp.x) / 2, (points[2].y + temp.y) / 2, 0.0f);
glEnd();
}
window.Display();
}
}