我正在尝试使用z坐标作为深度,这样当我绘制两个对象时,可以在另一个对象后面出现。我尝试使用3个坐标绘制线但是失败了,与绘制2条协调线相比,我获得了不同的线(我把z坐标设置为0.0f
GLfloat crossLine[] = {
-1.0f, 0.2f, // Vertex 1 (X, Y)
0.0f, 0.2f, // Vertex 2 (X, Y)
};
和
GLfloat crossLine[] = {
-1.0f, 0.2f, 0.0f, // Vertex 1 (X, Y, Z)
0.0f, 0.2f, 0.0f // Vertex 2 (X, Y, Z)
};
这是快照:http://img4.imageshack.us/img4/78/thwc.png
以下是代码:
void myWidget::initialize()
{
m_program = new QOpenGLShaderProgram(this);
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
m_program->link();
m_posAttr = m_program->attributeLocation("posAttr");
m_mycolor = m_program->uniformLocation("mycolor");
m_source = m_program->uniformLocation("sourcePoint");
m_matrixUniform = m_program->uniformLocation("matrix");
glViewport(0, 0, width(), height());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_program->bind();
QMatrix4x4 matrix;
matrix.perspective(60, 4.0/3.0, 0.1, 100.0);
matrix.translate(0, 0, -2);
matrix.rotate(100.0f * m_frame / screen()->refreshRate(), 0, 1, 0);
m_program->setUniformValue(m_matrixUniform, matrix);
glClearDepth(1.0);
glEnable(GL_DEPTH_TEST);
glDepthFunc( GL_LEQUAL );
glEnable(GL_COLOR);
}
void myWidget::drawLine(GLfloat vertices[], GLint verticesNumber, GLfloat color[], GLfloat z)
{
glUniform4fv(m_mycolor, 1, color);
glVertexAttribPointer(m_posAttr, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(0);
glDrawArrays( GL_LINE_STRIP , 0, verticesNumber);
}
答案 0 :(得分:1)
与绘制2条协调线相比,我获得了不同的线
glVertexAttribPointer(m_posAttr, 2, GL_FLOAT, GL_FALSE, 0, vertices);
^ whaaaat?
在你的“3D”情况下,你告诉OpenGL你的线坐标是这样的:
( -1.0f, 0.2f )
( 0.0f, 0.0f )
尝试在2
来电中将3
更改为glVertexAttribPointer()
。