我正在使用glpolygonMode(GL_FRONT_AND_BACK,GL_LINE)渲染三角形条。 然后我将行偏移设置为此设置glPolygonOffset(-0.8f,-1.0f)。
无论我使用什么设置进行偏移,我最终都会获得闪烁的随机线条 四处走动时进出。这是一个gif。看起来像什么如果有人可以帮忙 提出他们认为错误的想法,这将是伟大的。
这是我的方法,如果有人需要查看它,我会渲染线条。
public void lines() {
GL11.glColor3f(0.0f, 0.0f, 0.0f);
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_LINE);
Triangle currentTri = new Triangle();
List<Triangle> triList = new ArrayList<Triangle>();
boolean xSwitch = false;
for (int z=0; z<=100; z+=2) {
GL11.glEnable(GL11.GL_POLYGON_OFFSET_LINE);
GL11.glPolygonOffset (-0.8f, -1.0f);
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
int triPointIndex = 0;
boolean zSwitch = true;
xSwitch = !xSwitch;
float zVal;
float xVal;
for (int x=0; x<100; x+=1) {
xVal = x;
float randY;
zSwitch = !zSwitch;
// this is what determines the xSwitch and zSwitch outcomes.
// changes the zVal and randY to match what must alternate.
if (xSwitch) {
if (zSwitch) {
zVal = z;
randY = randYList[z][x];
} else {
zVal = z + 2.0f;
randY = randYList[z+2][x];
}
} else {
if (zSwitch) {
zVal = z + 2.0f;
randY = randYList[z+2][x];
} else {
zVal = z;
randY = randYList[z][x];
}
}
// set up the currentVert within the currentTri so that we can use it for computing normals.
Vert currentVert = currentTri.triVerts[triPointIndex];
currentVert.x = xVal;
currentVert.y = randY;
currentVert.z = zVal;
triPointIndex++;
if (triPointIndex == 3) {
triList.add(currentTri);
Triangle nextTri = new Triangle();
Vector3f normal = new Vector3f();
float Ux; float Uy; float Uz;
float Vx; float Vy; float Vz;
if (xSwitch) {
if (triList.indexOf(currentTri) % 2 == 0) {
Vx = currentTri.triVerts[1].x - currentTri.triVerts[0].x;
Vy = currentTri.triVerts[1].y - currentTri.triVerts[0].y;
Vz = currentTri.triVerts[1].z - currentTri.triVerts[0].z;
Ux = currentTri.triVerts[2].x - currentTri.triVerts[0].x;
Uy = currentTri.triVerts[2].y - currentTri.triVerts[0].y;
Uz = currentTri.triVerts[2].z - currentTri.triVerts[0].z;
} else {
Ux = currentTri.triVerts[1].x - currentTri.triVerts[0].x;
Uy = currentTri.triVerts[1].y - currentTri.triVerts[0].y;
Uz = currentTri.triVerts[1].z - currentTri.triVerts[0].z;
Vx = currentTri.triVerts[2].x - currentTri.triVerts[0].x;
Vy = currentTri.triVerts[2].y - currentTri.triVerts[0].y;
Vz = currentTri.triVerts[2].z - currentTri.triVerts[0].z;
}
} else {
if (triList.indexOf(currentTri) % 2 == 0) {
Ux = currentTri.triVerts[1].x - currentTri.triVerts[0].x;
Uy = currentTri.triVerts[1].y - currentTri.triVerts[0].y;
Uz = currentTri.triVerts[1].z - currentTri.triVerts[0].z;
Vx = currentTri.triVerts[2].x - currentTri.triVerts[0].x;
Vy = currentTri.triVerts[2].y - currentTri.triVerts[0].y;
Vz = currentTri.triVerts[2].z - currentTri.triVerts[0].z;
} else {
Vx = currentTri.triVerts[1].x - currentTri.triVerts[0].x;
Vy = currentTri.triVerts[1].y - currentTri.triVerts[0].y;
Vz = currentTri.triVerts[1].z - currentTri.triVerts[0].z;
Ux = currentTri.triVerts[2].x - currentTri.triVerts[0].x;
Uy = currentTri.triVerts[2].y - currentTri.triVerts[0].y;
Uz = currentTri.triVerts[2].z - currentTri.triVerts[0].z;
}
}
normal.x = (Uy * Vz) - (Uz * Vy);
normal.y = (Uz * Vx) - (Ux * Vz);
normal.z = (Ux * Vy) - (Uy * Vx);
GL11.glNormal3f(normal.x, normal.y, normal.z);
nextTri.triVerts[0] = currentTri.triVerts[1];
nextTri.triVerts[1] = currentTri.triVerts[2];
currentTri = nextTri;
triPointIndex = 2;
} // close triPointIndex == 3
GL11.glVertex3f(xVal, randY, zVal);
} // close x loop
GL11.glEnd();
} // close z loop
GL11.glDisable(GL11.GL_POLYGON_OFFSET_LINE);
}