opengl y轴不用x或z缩放

时间:2015-01-30 05:53:26

标签: java opengl lwjgl

我不确定如何描述这个问题所以请原谅可怕的头衔。我有一个简单的模型(它实际上是一个瓷砖,但我做了一个立方体来更好地说明问题),它是2个单位高,宽和深。为了绘制这些的连续场,我只需将X和Z适当地增加2,它们都可以很好地相互叠加。如果我想创建一个升级因此我的平场有一个新的水平,我为该段的一个段添加2,期望顶层的底部然后与下层的顶部完美对齐。

实际发生的是顶级渲染距离较低级别的公平距离。为什么?什么会导致这个?我进行了一些测试,发现我必须将Y增加一个介于0.6和0.7之间的数字,以使底部与顶部正确对齐。

我想也许是视口,但我觉得这很好。模特看起来不会扭曲。有没有人遇到过这样的事情?

请参阅附图,了解我所谈论的内容。红线表示顶层和底层的奇怪分离。

Test Image illustrating the problem

渲染功能

public void draw() throws Exception {

    float x = 0;
    double y = 0;
    float z = 0;
    int cidx = 0;
    boolean firstCube = true;

    glfwSwapBuffers(window); // swap the color buffers

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer

    //calc rotate camera
    if (updatecamera == true){
        updateCamera();
    }

    glUseProgram(shader.iProgram);

    //some lighting...
       Vector4f lp = new Vector4f(lightX, lightY, lightZ,1.0f);
       //float[] lp = {xa, ya + 100, za - 120,1.0f}; //set light source to same as camera eye for now.

       shader.setUniform(iLightCam, camera);
       shader.setUniform(iLightVec, lp);

    //get picking ray
    if (worldClicked == true){
        pick = makeRay(pick, cursorX, (DISPLAY_HEIGHT - ((DISPLAY_HEIGHT - VP_HEIGHT) / 2)) - cursorY);
    }


    for(Iterator<Quad> qd = quads.iterator(); qd.hasNext(); ) {
        //init cull check
        frust.cullIn = 0;
        frust.cullOut = 0;

        quad = qd.next();

        pickthisQuad = false;

        firstCube = true; //the first cube is used to set the values of the Quad OBB.

        for(Iterator<Cube> i = quad.cubes.iterator(); i.hasNext(); ) {

            cb = i.next(); 
            x = cb.x;
            z = cb.z;
            //y = cb.y;

            //testing odd Y behaviour
            if ( y == 0) {
                y = lightX;
            }else{
                y = 0;
            }

            System.out.println(" y: " + y);

            //init
            model.setIdentity();

            //ROTATE
            //set translate
            vTrans.set(transx + x, (float) (transy + y), transz + z);   
            Matrix4f.translate(vTrans, model1, model);                  

            vTrans.set(-(transx + x), (float) (-transy + y), -(transz + z));    
            Matrix4f.translate(vTrans, model, model);
            Matrix4f.rotate((float) Math.toRadians(rotY), new Vector3f(0,1,0), model, model);
            vTrans.set((transx + x), (float) (transy + y), (transz + z));   
            Matrix4f.translate(vTrans, model, model);

            Matrix4f.mul(model, camera, modelview); 
            shader.setUniform(iModelView, modelview);

            Matrix3f norm = new Matrix3f();
            norm.m00 = modelview.m00;
            norm.m01 = modelview.m01;
            norm.m02 = modelview.m02;
            norm.m10 = modelview.m10;
            norm.m11 = modelview.m11;
            norm.m12 = modelview.m12;
            norm.m20 = modelview.m20;
            norm.m21 = modelview.m21;
            norm.m22 = modelview.m22;

            shader.setUniform(iNorm, norm);
            shader.setUniform(iProj, projection);
            shader.setUniform(iCam, camera);
            shader.setUniform(iModel, model);

            test_renderFrustumandCrosslines();

            manageTextures(cb);

            render();

            cidx++;

        }//cubes


        cidx = 0;

    }//quads

/**
* TESTING
*/
    glUseProgram(shaderLine.iProgram);
    Matrix4f mvp = new Matrix4f();
    mvp.setIdentity();
    Matrix4f.mul(projection,  camera, mvp);
    shaderLine.setUniform(iMVPLine, mvp);
    renderLine();
    renderCross();

    worldClicked = false;

    glFinish();
}

1 个答案:

答案 0 :(得分:1)

对旋转代码中的第一个翻译有什么特别的想法吗? x ans z平移将相互抵消,但不会抵消y轴。这可能是问题的根源。

        vTrans.set(transx + x, (float) (transy + y), transz + z);   
        Matrix4f.translate(vTrans, model1, model);                  

        vTrans.set(-(transx + x), (float) (-transy + y), -(transz + z));    
        Matrix4f.translate(vTrans, model, model);

如果删除这4行会怎样?轮换后你仍然可以进行翻译。