我使用以下代码为Open GL呈现.h文件。 然而,最终的结果来自三角形,而不是整个事物。请参阅附图。任何人都可以指导我为什么会这样。因为我是Open GL的新手。
我想开发一款类似于 - https://itunes.apple.com/us/app/mclaren-p1/id562173543?mt=8
的应用- (void)renderFrameQCAR
{
[self setFramebuffer];
// Clear colour and depth buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Render video background and retrieve tracking state
QCAR::State state = QCAR::Renderer::getInstance().begin();
QCAR::Renderer::getInstance().drawVideoBackground();
//NSLog(@"active trackables: %d", state.getNumActiveTrackables());
if (QCAR::GL_11 & qUtils.QCARFlags) {
glEnable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
glEnable(GL_DEPTH_TEST);
// We must detect if background reflection is active and adjust the culling direction.
// If the reflection is active, this means the pose matrix has been reflected as well,
// therefore standard counter clockwise face culling will result in "inside out" models.
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
if(QCAR::Renderer::getInstance().getVideoBackgroundConfig().mReflection == QCAR::VIDEO_BACKGROUND_REFLECTION_ON)
glFrontFace(GL_CW); //Front camera
else
glFrontFace(GL_CCW); //Back camera
for (int i = 0; i < state.getNumTrackableResults(); ++i) {
// Get the trackable
const QCAR::TrackableResult* result = state.getTrackableResult(i);
const QCAR::Trackable& trackable = result->getTrackable();
QCAR::Matrix44F modelViewMatrix = QCAR::Tool::convertPose2GLMatrix(result->getPose());
// Choose the texture based on the target name
int targetIndex = 0; // "stones"
if (!strcmp(trackable.getName(), "chips"))
targetIndex = 1;
else if (!strcmp(trackable.getName(), "tarmac"))
targetIndex = 2;
Object3D *obj3D = [objects3D objectAtIndex:targetIndex];
// Render using the appropriate version of OpenGL
if (QCAR::GL_11 & qUtils.QCARFlags) {
// Load the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(qUtils.projectionMatrix.data);
// Load the model-view matrix
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(modelViewMatrix.data);
glTranslatef(0.0f, 0.0f, -kObjectScale);
glScalef(kObjectScale, kObjectScale, kObjectScale);
// Draw object
glBindTexture(GL_TEXTURE_2D, [obj3D.texture textureID]);
glTexCoordPointer(2, GL_FLOAT, 0, (const GLvoid*)obj3D.texCoords);
glVertexPointer(3, GL_FLOAT, 0, (const GLvoid*)obj3D.vertices);
glVertexPointer(3, GL_FLOAT, 0, MclarenInfoVerts);
glNormalPointer(GL_FLOAT, 0, MclarenInfoNormals);
glTexCoordPointer(2, GL_FLOAT, 0, MclarenInfoTexCoords);
// draw data
glDrawArrays(GL_TRIANGLES, 0, MclarenInfoNumVerts);
}
#ifndef USE_OPENGL1
else {
// OpenGL 2
QCAR::Matrix44F modelViewProjection;
ShaderUtils::translatePoseMatrix(0.0f, 0.0f, kObjectScale, &modelViewMatrix.data[0]);
ShaderUtils::scalePoseMatrix(kObjectScale, kObjectScale, kObjectScale, &modelViewMatrix.data[0]);
ShaderUtils::multiplyMatrix(&qUtils.projectionMatrix.data[0], &modelViewMatrix.data[0], &modelViewProjection.data[0]);
glUseProgram(shaderProgramID);
glVertexAttribPointer(vertexHandle, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)obj3D.vertices);
glVertexAttribPointer(normalHandle, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)obj3D.normals);
glVertexAttribPointer(textureCoordHandle, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)obj3D.texCoords);
glEnableVertexAttribArray(vertexHandle);
glEnableVertexAttribArray(normalHandle);
glEnableVertexAttribArray(textureCoordHandle);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, [obj3D.texture textureID]);
glUniformMatrix4fv(mvpMatrixHandle, 1, GL_FALSE, (const GLfloat*)&modelViewProjection.data[0]);
glUniform1i(texSampler2DHandle, 0 /*GL_TEXTURE0*/);
glVertexPointer(3, GL_FLOAT, 0, MclarenInfoVerts);
glNormalPointer(GL_FLOAT, 0, MclarenInfoNormals);
glTexCoordPointer(2, GL_FLOAT, 0, MclarenInfoTexCoords);
// draw data
glDrawArrays(GL_TRIANGLES, 0, MclarenInfoNumVerts);
ShaderUtils::checkGlError("EAGLView renderFrameQCAR");
}
#endif
}
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
if (QCAR::GL_11 & qUtils.QCARFlags) {
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
#ifndef USE_OPENGL1
else {
glDisableVertexAttribArray(vertexHandle);
glDisableVertexAttribArray(normalHandle);
glDisableVertexAttribArray(textureCoordHandle);
}
#endif
QCAR::Renderer::getInstance().end();
[self presentFramebuffer];
}
答案 0 :(得分:0)
确定。我发现了这个问题。碰巧我的设计师给了我一个带有四边形渲染的文件,其中Vuforia-Qualcomm-Unity等只识别三角形.obj。对于任何被困在这里的人:)只要让你的设计师知道三角测量而不是Quad。