我一直在尝试做这里所做的事情: http://pythonprogramming.net/opengl-pyopengl-python-pygame-tutorial/
虽然一切看起来基本相同,但我的立方体看起来像一个矩形棱镜。
将显示尺寸切换为600x600使其成为一个立方体,但我想将其保持在800x600(或者,我想保持对象不受窗口大小的影响而扭曲。)
有没有办法做到这一点(我意识到作者正在使用python3而我正在做python2.7,是问题还是有解决方法)?
这是我的代码
#!/usr/bin/env python
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
vertices = (
(1, -1, -1),
(1, 1, -1),
(-1, 1, -1),
(-1, -1, -1),
(1, -1, 1),
(1, 1, 1),
(-1, -1, 1),
(-1, 1, 1)
)
edges = (
(0,1),
(0,3),
(0,4),
(2,1),
(2,3),
(2,7),
(6,3),
(6,4),
(6,7),
(5,1),
(5,4),
(5,7)
)
surfaces = (
(0, 1, 2, 3),
(3, 2, 7, 6),
(6, 7, 5, 4),
(4, 5, 1, 0),
(1, 5, 7, 2),
(4, 0, 3, 6),
)
colors = (
(1, 0, 0),
(1, 0, 0),
(0, 0, 1),
(0, 0, 0),
(1, 1, 1),
(0, 1, 1),
(1, 0, 0),
(1, 0, 0),
(0, 0, 1),
(0, 0, 0),
(1, 1, 1),
(0, 1, 1),
)
def Cube():
glBegin(GL_QUADS)
for surface in surfaces:
x = 0
for vertex in surface:
x = (x + 1) % 12
glColor3fv(colors[x])
glVertex3fv(vertices[vertex])
glEnd()
glBegin(GL_LINES)
for edge in edges:
for vertex in edge:
glVertex3fv(vertices[vertex])
glEnd()
def main():
pygame.init()
display = (800,600)
pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
gluPerspective(45, (display[0]/display[1]), 0.1, 50.0)
glTranslatef(0, 0, -40)
glRotatef(0, 0, 0, 0)
loop = True
while loop:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
glTranslatef(0.5, 0, 0)
if event.key == pygame.K_RIGHT:
glTranslatef(-0.5, 0, 0)
if event.key == pygame.K_UP:
glTranslatef(0, -0.5, 0)
if event.key == pygame.K_DOWN:
glTranslatef(0, 0.5, 0)
if event.key == pygame.K_SPACE:
loop = False
#glRotatef(1, 3, 1, 1)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glTranslatef(0,0,0.1)
Cube()
pygame.display.flip()
pygame.time.wait(10)
main()
谢谢!
答案 0 :(得分:0)
问题的确在于你使用python 2.7,并且有一个简单的解决方法。
在python 3中,默认是浮点:
>>> 800/600
1.3333333333333333
而在python 2.7中它是整数:
>>> 800/600
1
一个简单的解决方法是改变这一行:
gluPerspective(45, (display[0]/display[1]), 0.1, 50.0)
使用
gluPerspective(45, (1.0*display[0]/display[1]), 0.1, 50.0)