我正在尝试使用for循环在OpenGL / glut中创建多维数据集,但到目前为止我只会出现溢出。
这是使用纹理创建多维数据集的代码:
void Cubes1Class::render()
{
for (int face = 0; face < 6; face++)
{
if (face < 1)
{
glBindTexture(GL_TEXTURE_2D, texHandle[1]);
glBegin(GL_QUADS);
for (int vert = 0; vert <= 4; vert++)
{
glVertex3fv(VertsZ[FacesZ[face][vert]]);
glTexCoord2f(TexZ[vert][0], TexZ[vert][1]);
}
}
else
{
glBindTexture(GL_TEXTURE_2D, texHandle[0]);
glBegin(GL_QUADS);
for (int vert = 0; vert <= 4; vert++)
{
glVertex3fv(VertsZ[FacesZ[face][vert]]);
glTexCoord2f(TexZ[vert][0], TexZ[vert][1]);
}
}
glEnd();
}
}
这是我尝试用for循环渲染它的地方:
CubesClass::CubesClass(int num) // constructor
{
numOfCubes = 3;
for (int i=0; i<numOfCubes; i++)
{
lst[i]=new Cubes1Class();
}
}
void CubesClass::render()
{
int x = 0;
numOfCubes = 3;
for (x = 0; x < numOfCubes; x++)
{
glPushMatrix();
glTranslatef(0.0, x, 0.0);
lst[x]->render();
glPopMatrix();
}
}
我无法弄清楚我哪里出错了。
有什么想法吗?
编辑:
如果我只是渲染然后翻译然后渲染然后翻译等,那么立方体渲染没有for循环。 这些是数组:
static GLfloat VertsZ[8][3] = {
{ -0.5, 0.5, -0.5 }, /* 0 left top rear */
{ 0.5, 0.5, -0.5 }, /* 1 right top rear */
{ 0.5, -0.5, -0.5 }, /* 2 right bottom rear */
{ -0.5, -0.5, -0.5 }, /* 3 left bottom rear */
{ -0.5, 0.5, 0.5 }, /* 4 left top front */
{ 0.5, 0.5, 0.5 }, /* 5 right top front */
{ 0.5, -0.5, 0.5 }, /* 6 right bottom front */
{ -0.5, -0.5, 0.5 } /* 7 left bottom front */
};
static GLuint FacesZ[6][4] = {
7, 6, 5, 4, /* front */
6, 2, 1, 5, /* right */
3, 7, 4, 0, /* left */
5, 1, 0, 4, /* top */
7, 6, 2, 3, /* bottom */
2, 3, 0, 1 /* rear */
};
static GLfloat TexZ[4][2] = {
0.0, 0.0,
0.0, 1.0,
1.0, 1.0,
1.0, 0.0
};
cubes1Class目前为空
答案 0 :(得分:0)
现在不能确定为什么它没有 对不起,如果我浪费时间:/
这是结束代码:
#include "Cubes.h"
#include "bitmap.h"
static GLfloat VertsZ[8][3] = {
{ -0.5, 0.5, -0.5 }, /* 0 left top rear */
{ 0.5, 0.5, -0.5 }, /* 1 right top rear */
{ 0.5, -0.5, -0.5 }, /* 2 right bottom rear */
{ -0.5, -0.5, -0.5 }, /* 3 left bottom rear */
{ -0.5, 0.5, 0.5 }, /* 4 left top front */
{ 0.5, 0.5, 0.5 }, /* 5 right top front */
{ 0.5, -0.5, 0.5 }, /* 6 right bottom front */
{ -0.5, -0.5, 0.5 } /* 7 left bottom front */
};
static GLuint FacesZ[6][4] = {
7, 6, 5, 4, /* front */
6, 2, 1, 5, /* right */
3, 7, 4, 0, /* left */
5, 1, 0, 4, /* top */
7, 6, 2, 3, /* bottom */
2, 3, 0, 1 /* rear */
};
static GLfloat NormalsZ[6][3] = {
0, 0, 1, /* front */
1, 0, 0, /* right */
-1, 0, 0, /* left */
0, 1, 0, /* top */
0, -1, 0, /* bottom */
0, 0, -1 /* rear */
};
static GLfloat TexZ[4][2] = {
{0.0, 0.0 },
{0.0, 1.0 },
{1.0, 1.0 },
{1.0, 0.0 }
};
static CBitmap *bmp0; // the texture
static CBitmap *bmp1; // the texture
static GLuint texHandle[2]; // the open gl texture handle
void readTextureFile()
{
bmp0= new CBitmap("metal.bmp");
printf("bmp size %d %d\n",bmp0->GetWidth(),bmp0->GetHeight());
bmp1= new CBitmap("starTexture3.bmp");
printf("bmp size %d %d\n",bmp1->GetWidth(),bmp1->GetHeight());
glGenTextures(2, &texHandle[0]);
// Texture handle will be bound to the BMP bitmap data just
// as it was read in...
glBindTexture(GL_TEXTURE_2D, texHandle[0]);
glTexImage2D(GL_TEXTURE_2D,
0, // Mipmap level 0
3, // 3 bytes [R,G,B] per pixel
bmp0->GetWidth(), // width of bitmap
bmp0->GetHeight(), // height of bitmap
0, // no border pixels
GL_RGBA, // bitmap pixel format
GL_UNSIGNED_BYTE, // format for GL to store it
bmp0->GetBits() // pointer to the pixel data
);
glBindTexture(GL_TEXTURE_2D, texHandle[1]);
glTexImage2D(GL_TEXTURE_2D,
0, // Mipmap level 0
3, // 3 bytes [R,G,B] per pixel
bmp1->GetWidth(), // width of bitmap
bmp1->GetHeight(), // height of bitmap
0, // no border pixels
GL_RGBA, // bitmap pixel format
GL_UNSIGNED_BYTE, // format for GL to store it
bmp1->GetBits() // pointer to the pixel data
);
}
// ------------------------- Cubes1Class -----------------------------
Cubes1Class::Cubes1Class() // constructor
{
}
void Cubes1Class::render()
{
for (int face = 0; face < 6; face++)
{
if (face < 1)
{
glBindTexture(GL_TEXTURE_2D, texHandle[1]);
glBegin(GL_QUADS);
for (int vert = 0; vert <= 4; vert++)
{
glTexCoord2f(TexZ[vert][0], TexZ[vert][1]);
glVertex3fv(VertsZ[FacesZ[face][vert]]);
}
}
else
{
glBindTexture(GL_TEXTURE_2D, texHandle[0]);
glBegin(GL_QUADS);
for (int vert = 0; vert <= 4; vert++)
{
glTexCoord2f(TexZ[vert][0], TexZ[vert][1]);
glVertex3fv(VertsZ[FacesZ[face][vert]]);
}
}
glEnd();
}
}
// ------------------------- CubesClass -----------------------------
//Cubes1Class *lst[MAX_NUM_CUBES]; // the cubes
//GLfloat angle[MAX_NUM_CUBES]; // the cubes rotations
CubesClass::CubesClass(int num) // constructor
{
numOfCubes = 4;
for (int i=0; i<numOfCubes; i++)
{
lst[i]=new Cubes1Class();
}
}
void CubesClass::render() // draw it
{
for (int i=0; i<numOfCubes; i++)
{
glPushMatrix();
glTranslatef(0.0, i, 0.0);
lst[i]->render();
glPopMatrix();
}
}