我正在尝试学习如何编写一些代码来绘制立方体并旋转它。我决定使用三角形绘制它们,在我绘制立方体的三个边之后,我很快意识到立方体的白色边与红色和蓝色面重叠,蓝色与红色面重叠。
我注意到: - 最后画出白脸 - 在白脸前画出蓝色的脸 - 红脸在蓝脸前绘制
我怀疑这可能会导致问题,因为白色被绘制在红色顶部的蓝色和蓝色之上。
我是否在正确的轨道上?任何人都可以帮我找到解决这个问题的方法吗?
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import static org.lwjgl.opengl.GL11.*;
public class RubiksCube {
int angle = 0;
public void start() {
final int width = 800;
final int height = 600;
try {
Display.setDisplayMode(new DisplayMode(width, height));
Display.create();
} catch (LWJGLException e) {
// TODO Auto-generated catch block
e.printStackTrace();
System.exit(0);
}
// init OpenGL here
while (!Display.isCloseRequested()) {
render();
angle = (angle+1)%360;
Display.update();
try {
Thread.sleep(10);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
Display.destroy();
}
public void render(){
float edgeLength= 20.0f;
edgeLength /= 2.0f;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0f, Display.getDisplayMode().getWidth(), Display.getDisplayMode().getHeight(), 0.0f, -50.0f, 50.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //clear screen
glPushMatrix();
glTranslatef((Display.getWidth()/2), (Display.getHeight()/2), 0.0f);
glRotatef(angle, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLES);
//Back
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(-edgeLength, edgeLength, edgeLength);
glVertex3f(-edgeLength, -edgeLength, edgeLength);
glVertex3f(edgeLength, -edgeLength, edgeLength);
glVertex3f(-edgeLength, edgeLength, edgeLength);
glVertex3f(edgeLength, edgeLength, edgeLength);
glVertex3f(edgeLength, -edgeLength, edgeLength);
//Front
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(-edgeLength, edgeLength, -edgeLength);
glVertex3f(-edgeLength, -edgeLength, -edgeLength);
glVertex3f(edgeLength, -edgeLength, -edgeLength);
glVertex3f(-edgeLength, edgeLength, -edgeLength);
glVertex3f(edgeLength, edgeLength, -edgeLength);
glVertex3f(edgeLength, -edgeLength, -edgeLength);
// Right
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(edgeLength, edgeLength, -edgeLength);
glVertex3f(edgeLength, -edgeLength, -edgeLength);
glVertex3f(edgeLength, -edgeLength, edgeLength);
glVertex3f(edgeLength, edgeLength, -edgeLength);
glVertex3f(edgeLength, edgeLength, edgeLength);
glVertex3f(edgeLength, -edgeLength, edgeLength);
glEnd();
glPopMatrix();
}
}
答案 0 :(得分:0)
请求深度缓冲区并通过glEnable(GL_DEPTH_TEST)
启用深度测试。