OpenGL多边形卡在左上角?

时间:2010-06-17 04:29:18

标签: c++ c opengl

我正在使用theallegro库并通过它使用OpenGL。我启用深度测试,然后在调整大小时:

    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);
    glEnable(GL_DEPTH_TEST);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glFrustum(0,event.display.width,event.display.height,0,1,300);

然后我的绘图看起来像:

float BOX_SIZE = 200.0f;
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


        glRotatef(0.5, 0, 0.0f, 1.0f);
        glBegin(GL_QUADS);

        //Top face
        glColor3f(1.0f, 1.0f, 0.0f);
        glNormal3f(0.0, 1.0f, 0.0f);
        glVertex3f(500 + -BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2);
        glVertex3f(500 + -BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2);
        glVertex3f(500 + BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2);
        glVertex3f(500 + BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2);

        //Bottom face
        glColor3f(1.0f, 0.0f, 1.0f);
        glNormal3f(0.0, -1.0f, 0.0f);
        glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2);
        glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2);
        glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2);
        glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2);

        //Left face
        glNormal3f(-1.0, 0.0f, 0.0f);
        glColor3f(0.0f, 1.0f, 1.0f);
        glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2);
        glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2);
        glColor3f(0.0f, 0.0f, 1.0f);
        glVertex3f(-BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2);
        glVertex3f(-BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2);

        //Right face
        glNormal3f(1.0, 0.0f, 0.0f);
        glColor3f(1.0f, 0.0f, 0.0f);
        glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2);
        glVertex3f(BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2);
        glColor3f(0.0f, 1.0f, 0.0f);
        glVertex3f(BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2);
        glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2);

        glEnd();

        glEnable(GL_TEXTURE_2D);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glColor3f(1.0f, 1.0f, 1.0f);
        glBegin(GL_QUADS);

        //Front face
        glNormal3f(0.0, 0.0f, 1.0f);
        glTexCoord2f(0.0f, 0.0f);
        glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2);
        glTexCoord2f(1.0f, 0.0f);
        glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2);
        glTexCoord2f(1.0f, 1.0f);
        glVertex3f(BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2);
        glTexCoord2f(0.0f, 1.0f);
        glVertex3f(-BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2);

        //Back face
        glNormal3f(0.0, 0.0f, -1.0f);
        glTexCoord2f(0.0f, 0.0f);
        glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2);
        glTexCoord2f(1.0f, 0.0f);
        glVertex3f(-BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2);
        glTexCoord2f(1.0f, 1.0f);
        glVertex3f(BOX_SIZE / 2, BOX_SIZE / 2, -BOX_SIZE / 2);
        glTexCoord2f(0.0f, 1.0f);
        glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, -BOX_SIZE / 2);

        glEnd();
        glDisable(GL_TEXTURE_2D);
 //code goes here
 al_flip_display();

由于某种原因,立方体无论我如何翻译它似乎从0,0延伸并且总是在0,0处的顶点。我做错了什么?感谢

1 个答案:

答案 0 :(得分:2)

我不知道allegro库的任何细节,但在阅读您的代码片段时会想到两件事。

  1. 你为什么不打电话 glViewport(event.display.width,event.display.height) 调整大小? glFrustum电话 通常不应该依赖于 显示尺寸。

  2. 你有没有打过电话? glMatrixMode(GL_MODELVIEW)? 否则所有矩阵运算都会 应用于投影矩阵。

  3. 我希望有所帮助。