起初我有一个简单的白色矩形棱镜:
以下是代码:
glBegin(GL_QUADS);
glColor3f(255,255,255);
glVertex3f( 0.3, 0, 2.5);//sisi bawah
glVertex3f(0.5, 0, 2.5);
glVertex3f(0.5, 0, 2.6);
glVertex3f( 0.3, 0, 2.6);
glVertex3f(0.5, 0, 2.6);//sisi kiri
glVertex3f( 0.3, 0, 2.6);
glVertex3f( 0.3, 1.5, 2.6);
glVertex3f(0.5, 1.5, 2.6);
glVertex3f(0.5, 0, 2.5);//sisi depan
glVertex3f(0.5, 0, 2.6);
glVertex3f(0.5, 1.5, 2.6);
glVertex3f(0.5, 1.5, 2.5);
glVertex3f( 0.3, 0, 2.5);//sisi belakang
glVertex3f( 0.3, 0, 2.6);
glVertex3f( 0.3, 1.5, 2.6);
glVertex3f( 0.3, 1.5, 2.5);
glVertex3f( 0.3, 1.5, 2.5);//sisi atas
glVertex3f(0.5, 1.5, 2.5);
glVertex3f(0.5, 1.5, 2.6);
glVertex3f( 0.3, 1.5, 2.6);
glVertex3f(0.5, 0, 2.5);//sisi kanan
glVertex3f( 0.3, 0, 2.5);
glVertex3f( 0.3, 1.5, 2.5);
glVertex3f(0.5, 1.5, 2.5);
glEnd();
然后,我想画另一个矩形棱镜:
我可以使用glTranslate
重新绘制另一个棱镜,这样我就不必手动插入数字吗?
答案 0 :(得分:6)
是的,创建一个函数,在绘制关于其模型坐标drawPrism
的棱镜时调用绘图命令。然后在代码中你可以这样做:
//draw prism 1
glPushMatrix();
glTranslate(x1, y1, z1);
drawPrism();
glPopMatrix();
//draw prism 2
glPushMatrix();
glTranslate(x2, y2, z2);
drawPrism();
glPopMatrix();