我正在尝试在屏幕上同时绘制一个球体和一个立方体。但是我的立方体(首先被绘制)的颜色消失了。我不明白为什么。
右边的球体很好。但我左边的立方体不是。 我在两者中添加了纹理:
我可以完全同时绘制它们,但是当我试图在一个小部件上绘制它们时出错了。 我认为弹出和推动会解决这个问题,但它没有。
代码:
void MyGLWidget::drawCube()
{
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glLoadIdentity();
gluLookAt(position,0.5,-0.1,-0.5,-0.5,0,0,0,1);
glTranslatef( 0.5, 0, 0.0);
glRotatef(getCubeAngle(), 1.0f, 0.0f, 0.0f);
glTranslatef(0, 0, 0);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
//back
glTexCoord2f(0.0, 1.0); glVertex3f(-0.1, 0.1,-0.1 );
glTexCoord2f(1.0, 1.0); glVertex3f(0.1, 0.1,-0.1);
glTexCoord2f(1.0, 0.0); glVertex3f(0.1,-0.1,-0.1);
glTexCoord2f(0.0, 0.0); glVertex3f(-0.1,-0.1,-0.1);
/*rest of cube gets drawn*/
glEnd();
glFlush();
glPopMatrix();
}
void MyGLWidget::drawSun()
{
glPushMatrix();
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D, texturePlanet[0]);
glPushMatrix();
glScalef(1,1,1);
glLoadIdentity();
GLUquadricObj *quadric=gluNewQuadric();
gluQuadricTexture(quadric, GLU_TRUE);
gluQuadricNormals(quadric, GLU_SMOOTH);
glEnable(GL_TEXTURE_2D); //
glBindTexture(GL_TEXTURE_2D,texturePlanet[0]);//
gluSphere(quadric, 0.25, 360,360);
glDisable(GL_TEXTURE_2D);//
gluDeleteQuadric(quadric);
glPopMatrix();
}
void MyGLWidget::paintGL()
{
drawCube();
drawSun();
}
答案 0 :(得分:0)
这是因为在你的立方体绘图中,你没有启用纹理。
glEnable(GL_TEXTURE_2D); //ADD THIS TO ENABLE TEXTURING
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
//back
glTexCoord2f(0.0, 1.0); glVertex3f(-0.1, 0.1,-0.1 );
glTexCoord2f(1.0, 1.0); glVertex3f(0.1, 0.1,-0.1);
glTexCoord2f(1.0, 0.0); glVertex3f(0.1,-0.1,-0.1);
glTexCoord2f(0.0, 0.0); glVertex3f(-0.1,-0.1,-0.1);
/*rest of cube gets drawn*/
glEnd();
glFlush();
glPopMatrix();
glDisable(GL_TEXTURE_2D); // ADD THIS TO DISABLE TEXTURING