我正在尝试使用skybox创建太阳系的背景;但它并没有输出我的想法。
首先,显示问题。下面的图片显示了我遇到的问题。
不同的角度: 另一个角度:如您所见,纹理仅映射到多维数据集的一侧。如果它被映射到的那一方是内部的,那就没问题。我不明白为什么没有正确映射。
第二个问题是(从图片中可以看到)当我旋转相机时,盒子随之旋转,当我缩小时,我可以看到整个盒子。我希望盒子始终留在后台,只能放大/缩小我的太阳系。这样,星星总是在背景中。我不知道如何实现它。
这是我用来渲染天空盒和太阳系的代码。 (保持我的意思是太阳系按照我的意图运作)
这是天空盒的代码:
void Skybox::displaySkybox()
{
Images::RGBImage test[6]; //6 pictures for 6 sides
test[0]=Images::readImageFile(fileName); //I'll only use one for testing purposes
glEnable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
test[0].glTexImage2D(GL_TEXTURE_2D,0,GL_RGB);
// Save Current Matrix
glPushMatrix();
// Second Move the render space to the correct position (Translate)
glTranslatef(0,0,0);
// First apply scale matrix
glScalef(10000,10000,10000);
float cz = -0.0f,cx = 1.0f;
float r = 1.0f; // If you have border issues change this to 1.005f
// Common Axis Z - FRONT Side
glBegin(GL_QUADS);
glTexCoord2f(cx, cz); glVertex3f(-r,1.0f,-r);
glTexCoord2f(cx, cx); glVertex3f(-r,1.0f, r);
glTexCoord2f(cz, cx); glVertex3f( r,1.0f, r);
glTexCoord2f(cz, cz); glVertex3f( r,1.0f,-r);
glEnd();
// Common Axis Z - BACK side
glBegin(GL_QUADS);
glTexCoord2f(cx,cz); glVertex3f(-r,-1.0f,-r);
glTexCoord2f(cx,cx); glVertex3f(-r,-1.0f, r);
glTexCoord2f(cz,cx); glVertex3f( r,-1.0f, r);
glTexCoord2f(cz,cz); glVertex3f( r,-1.0f,-r);
glEnd();
// Common Axis X - Left side
glBegin(GL_QUADS);
glTexCoord2f(cx,cx); glVertex3f(-1.0f, -r, r);
glTexCoord2f(cz,cx); glVertex3f(-1.0f, r, r);
glTexCoord2f(cz,cz); glVertex3f(-1.0f, r,-r);
glTexCoord2f(cx,cz); glVertex3f(-1.0f, -r,-r);
glEnd();
// Common Axis X - Right side
glBegin(GL_QUADS);
glTexCoord2f(cx, cx); glVertex3f(1.0f, -r, r);
glTexCoord2f(cz, cx); glVertex3f(1.0f, r, r);
glTexCoord2f(cz, cz); glVertex3f(1.0f, r,-r);
glTexCoord2f(cx, cz); glVertex3f(1.0f, -r,-r);
glEnd();
// Common Axis Y - Draw Up side
glBegin(GL_QUADS);
glTexCoord2f(cz, cz); glVertex3f( r, -r, 1.0f);
glTexCoord2f(cx, cz); glVertex3f( r, r, 1.0f);
glTexCoord2f(cx, cx); glVertex3f(-r, r, 1.0f);
glTexCoord2f(cz, cx); glVertex3f(-r, -r, 1.0f);
glEnd();
// Common Axis Y - Down side
glBegin(GL_QUADS);
glTexCoord2f(cz, cz); glVertex3f( r, -r, -1.0f);
glTexCoord2f(cx, cz); glVertex3f( r, r, -1.0f);
glTexCoord2f(cx, cx); glVertex3f(-r, r, -1.0f);
glTexCoord2f(cz, cx); glVertex3f(-r, -r, -1.0f);
glEnd();
// Load Saved Matrix
glPopMatrix();
}
以下是太阳系的代码:
void SolarSystem::display(GLContextData& contextData) const
{
glDisable(GL_LIGHTING);
Skybox test("images/test.jpg");
test.displaySkybox();
drawCircle(800, 720, 2, 100);
//SUN
//Picture location, major radius, minor radius, major orbit, minor orbit, angle
Planet Sun ("images/Sun.jpg",
100, 99, 200.0, 0.0, 0.0);
double sunOrbS = 0;
double sunRotS = rotatSpeed/10;
//orbit speed, rotation speed, moon reference coordinates (Parent planet's major and minor Axis)
Sun.displayPlanet(sunOrbS, sunRotS, 0.0, 0.0);
//EARTH
GLfloat light_diffuse[] = { 1.5, 1.5, 1.5, 1.5 };
GLfloat pos[] = { 200.0, 0.0, 0.0, 1.0};
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, pos);
Planet Earth ("images/earth.jpg",
50, 49, 500.0, 450.0, 23.5);
double eaOrbS = orbitSpeed;
double eaRotS = rotatSpeed*3;
Earth.displayPlanet(eaOrbS, eaRotS, 0.0, 0.0);
//EARTH'S MOON
Planet Moon ("images/moon.jpg",
25, 23, 100.0, 100.0, 15);
double moOrbS = rotatSpeed*4;
double moRotS = eaOrbS;
Moon.displayPlanet(moOrbS, moRotS, Earth.getMajorAxis(), Earth.getMinorAxis());
orbitSpeed+=.3;
if (orbitSpeed > 359.0)
orbitSpeed = 0.0;
rotatSpeed+=1.0;
if (rotatSpeed > 7190.0)
rotatSpeed = 0.0;
}
答案 0 :(得分:2)
void Skybox::displaySkybox()
{
...
glPushMatrix();
...
glPushMatrix();
...
glPopMatrix();
...
// huh? where's the second glPopMatrix()?
}
不要那样做。确保Pop
和Push
一样多。