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
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。
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。
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。
我希望有所帮助。