我正在尝试使用glutSolidCube()
绘制一个具有立方体状头部的机器人,并使用glutSolidSphere()
绘制其眼睛。
出于某种原因,当我从另一侧看机器人时,我仍然可以看到它的眼睛位于立方体边缘的内侧。即似乎立方体的边缘是透明的,我可以看透它们。
如何防止这种透明度?
前视:
从头部的后边缘和右边缘看:
我在这里附上我的代码:
#include <GL/glut.h>
#include <stdio.h>
GLsizei winWidth = 800;
GLsizei winHeight = 800;
// Global Variables
static float eyeX = 0.0;
static float eyeY = 0.5;
static float eyeZ = 4.0;
static float robotBottomX = 0.0;
static float robotBottomZ = 0.0;
void init() {
glClearColor(1.0, 1.0, 1.0, 0.0);
}
void displayFloor() {
int i, j;
for (i = -20 ; i < 20 ; i++) {
int startWithBlack = (i % 2 == 0);
for (j = -20 ; j < 20 ; j++) {
int black = ((startWithBlack && abs(j) % 2 == 0) || ((!startWithBlack) && abs(j) % 2 == 1));
glColor3f(0.0, 1.0, 0.0);
if (black) {
glColor3f(1.0, 0.0, 0.0);
}
glPushMatrix();
//glTranslatef((double)i + 0.5, 0.0, (double)j + 0.5);
glTranslatef((double)i / 2.0, 0.0, (double)j / 2.0);
glScalef(1.0, 0.0, 1.0);
glutSolidCube(1.0);
glPopMatrix();
}
}
}
void displayRobot() {
puts("D: display function was called");
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
gluLookAt(eyeX, eyeY, eyeZ, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
displayFloor();
glColor3f(0.2, 0.2, 0.2);
glScalef(1.0, 1.0, 1.0);
glTranslatef(robotBottomX, 0.0, robotBottomZ);
glutSolidCube(1.0);
glPushMatrix();
glTranslatef(0.0, 0.6, 0.0);
glScalef(0.2, 0.2, 0.2);
glColor3f(0.5, 0.5, 0.2);
glutSolidCube(1.0);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0, 0.95, 0.0);
glScalef(0.5, 0.5, 0.5);
glColor3f(0.2, 0.5, 0.2);
glutSolidCube(1.0);
glPopMatrix();
glPushMatrix();
glTranslatef(0.15, 1.1, 0.25);
glScalef(0.05, 0.05, 0.0);
glColor4f(0.7, 0.7, 0.7, 0.5);
glutSolidSphere(1.0, 50, 50);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.15, 1.1, 0.28);
glScalef(0.05, 0.05, 0.0);
glColor4f(0.7, 0.7, 0.7, 0.5);
glutSolidSphere(1.0, 50, 50);
glPopMatrix();
glPopMatrix();
glFlush();
}
void winReshape(GLint newWidth, GLint newHeight) {
glViewport(0, 0, newWidth, newHeight);
glMatrixMode(GL_PROJECTION);
glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glClear(GL_COLOR_BUFFER_BIT);
}
void main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowPosition(100, 100);
glutInitWindowSize(winWidth, winHeight);
glutCreateWindow("Robot");
init();
glutDisplayFunc(displayRobot);
glutReshapeFunc(winReshape);
glutMainLoop();
}
答案 0 :(得分:1)
我找到了一个解决方案,所以我会在这里公开发布:
在init()
函数中,需要添加:
glEnable(GL_DEPTH_TEST);
在绘画功能中,在glClear()
来电中添加" | GL_DEPTH_BUFFER_BIT"
:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
在main()
函数的glutInitDisplayMode()
调用中,添加" | GLUT_DEPTH"
:
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);