我正在使用 OpenGL 在Java中创建 3D游戏引擎。我正在使用光滑的库来实现纹理。 我正在使用一种方法来创建矩形/正方形棱镜(6个正方形/矩形)。在同样的方法中,我实现了纹理。
问题在于棱镜的5个边以90度旋转纹理渲染。当maing地板时并不重要,但因为我在砖墙纹理上使用它看起来不正确。
由于这是一面墙,我只关心它的四面。
墙面纹理在棱镜的三个侧面上旋转90度。并且只在一侧进行旋转而不进行旋转。
我无法解决问题。我是否需要更改纹理的实现方式?
这是创建棱镜的方法。
public static void quadPrizm(float x, float y, float z, float sx, float sy, float sz, Texture tex){
glPushMatrix();
{
glTranslatef(x, y, z);
tex.bind();
glBegin(GL_QUADS);
{
//ROTATED (WRONG)
glTexCoord2f(0, 0); glVertex3f(-sx/2, -sy/2, sz/2);
glTexCoord2f(0, 4); glVertex3f(sx/2, -sy/2, sz/2);
glTexCoord2f(4, 4); glVertex3f(sx/2, sy/2, sz/2);
glTexCoord2f(4, 0); glVertex3f(-sx/2, sy/2, sz/2);
//THE CORRECT SIDE
glTexCoord2f(0, 0); glVertex3f(-sx/2, -sy/2, -sz/2);
glTexCoord2f(0, 4); glVertex3f(-sx/2, sy/2, -sz/2);
glTexCoord2f(4, 4); glVertex3f(sx/2, sy/2, -sz/2);
glTexCoord2f(4, 0); glVertex3f(sx/2, -sy/2, -sz/2);
//ROTATED (WRONG)
glTexCoord2f(0, 0); glVertex3f(-sx/2, -sy/2, -sz/2);
glTexCoord2f(0, 4); glVertex3f(-sx/2, -sy/2, sz/2);
glTexCoord2f(4, 4); glVertex3f(-sx/2, sy/2, sz/2);
glTexCoord2f(4, 0); glVertex3f(-sx/2, sy/2, -sz/2);
//ROTATED (WRONG)
glTexCoord2f(0, 0); glVertex3f(sx/2, -sy/2, -sz/2);
glTexCoord2f(0, 4); glVertex3f(sx/2, -sy/2, sz/2);
glTexCoord2f(4, 4); glVertex3f(sx/2, sy/2, sz/2);
glTexCoord2f(4, 0); glVertex3f(sx/2, sy/2, -sz/2);
//BOTTOM SIDE
glTexCoord2f(0, 0); glVertex3f(-sx/2, -sy/2, -sz/2);
glTexCoord2f(0, 4); glVertex3f(sx/2, -sy/2, -sz/2);
glTexCoord2f(4, 4); glVertex3f(sx/2, -sy/2, sz/2);
glTexCoord2f(4, 0); glVertex3f(-sx/2, -sy/2, sz/2);
//TOP SIDE
glTexCoord2f(0, 0); glVertex3f(-sx/2, sy/2, -sz/2);
glTexCoord2f(0, 4); glVertex3f(sx/2, sy/2, -sz/2);
glTexCoord2f(4, 4); glVertex3f(sx/2, sy/2, sz/2);
glTexCoord2f(4, 0); glVertex3f(-sx/2, sy/2, sz/2);
}
glEnd();
}
glPopMatrix();
}
使用以下行,我创建一个带有墙纹理的立方体。
Draw.cube(0, 10, 10, 5, 5, 5, wall);
以下是三个旋转边之一:
以下是唯一正确的方面:
答案 0 :(得分:0)
我通过更改纹理坐标解决了这个问题。新代码是这样的:
public static void quadPrizm(float x, float y, float z, float sx, float sy, float sz, Texture tex){
glPushMatrix();
{
glTranslatef(x, y, z);
tex.bind();
glBegin(GL_QUADS);
{
//ROTATED (WRONG)
glTexCoord2f(4, 0); glVertex3f(-sx/2, -sy/2, sz/2);
glTexCoord2f(0, 0); glVertex3f(sx/2, -sy/2, sz/2);
glTexCoord2f(0, 4); glVertex3f(sx/2, sy/2, sz/2);
glTexCoord2f(4, 4); glVertex3f(-sx/2, sy/2, sz/2);
//THE CORRECT SIDE
glTexCoord2f(0, 0); glVertex3f(-sx/2, -sy/2, -sz/2);
glTexCoord2f(0, 4); glVertex3f(-sx/2, sy/2, -sz/2);
glTexCoord2f(4, 4); glVertex3f(sx/2, sy/2, -sz/2);
glTexCoord2f(4, 0); glVertex3f(sx/2, -sy/2, -sz/2);
//ROTATED (WRONG)
glTexCoord2f(4, 0); glVertex3f(-sx/2, -sy/2, -sz/2);
glTexCoord2f(0, 0); glVertex3f(-sx/2, -sy/2, sz/2);
glTexCoord2f(0, 4); glVertex3f(-sx/2, sy/2, sz/2);
glTexCoord2f(4, 4); glVertex3f(-sx/2, sy/2, -sz/2);
//ROTATED (WRONG)
glTexCoord2f(4, 0); glVertex3f(sx/2, -sy/2, -sz/2);
glTexCoord2f(0, 0); glVertex3f(sx/2, -sy/2, sz/2);
glTexCoord2f(0, 4); glVertex3f(sx/2, sy/2, sz/2);
glTexCoord2f(4, 4); glVertex3f(sx/2, sy/2, -sz/2);
//BOTTOM SIDE
glTexCoord2f(0, 0); glVertex3f(-sx/2, -sy/2, -sz/2);
glTexCoord2f(0, 4); glVertex3f(sx/2, -sy/2, -sz/2);
glTexCoord2f(4, 4); glVertex3f(sx/2, -sy/2, sz/2);
glTexCoord2f(4, 0); glVertex3f(-sx/2, -sy/2, sz/2);
//TOP SIDE
glTexCoord2f(0, 0); glVertex3f(-sx/2, sy/2, -sz/2);
glTexCoord2f(0, 4); glVertex3f(sx/2, sy/2, -sz/2);
glTexCoord2f(4, 4); glVertex3f(sx/2, sy/2, sz/2);
glTexCoord2f(4, 0); glVertex3f(-sx/2, sy/2, sz/2);
}
glEnd();
}
glPopMatrix();
}