当我使用glScale(size/window_size)
绘制四面体(window_size = 600x600)并输入尺寸= 600时,它会绘制不正确的图片
[ 1。
当我输入尺寸< 600它没有任何吸引力,高达1200它会绘制相同的图像,因为1200没有再吸引。如何做到正确?
int size_cat;
std::cin >> size_cat;
screen = SDL_CreateWindow("Jack.exe", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 600, 600, SDL_WINDOW_OPENGL);
int size_h = 2 * size_cat;
SDL_GLContext context = SDL_GL_CreateContext(screen);
glClearColor(0, 0, 0, 1);
glRotatef(25, 1, 1, 0);
while (1)
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
return 0;
case SDL_KEYDOWN:
if (event.key.repeat) break;
switch (event.key.keysym.scancode)
{
case SDL_SCANCODE_1: glColor3b(127, 0, 0); break;
case SDL_SCANCODE_2: glColor3b(0, 127, 0); break;
case SDL_SCANCODE_3: glColor3b(0, 0, 127); break;
}
break;
}
}
glClear(GL_COLOR_BUFFER_BIT);
glScalef(size_cat/600, size_cat/600, size_cat/600);
glBegin(GL_LINES);
glVertex3f(0.5, 1, -0.5);
glVertex3f(0.5, 0, -0.5);
glVertex3f(0.5, 0 ,-0.5);
glVertex3f(0.5, 0, 0.5);
glVertex3f(0.5, 0, 0.5);
glVertex3f(-0.5, 0, -0.5);
glVertex3f(-0.5, 0, -0.5);
glVertex3f(0.5, 0, -0.5);
glVertex3f(0.5, 1, -0.5);
glVertex3f(0.5, 0, 0.5);
glVertex3f(0.5, 1, -0.5);
glVertex3f(-0.5, 0, -0.5);
答案 0 :(得分:0)
由于您在循环中使用glScale
,因此您将逐步更改矩阵。 glScale
将当前矩阵乘以一般缩放矩阵。
请参阅glScale
:
glScale
会在x
,y
和z
轴上产生不均匀的缩放。这三个参数表示沿三个轴中每个轴的所需比例因子。当前矩阵(参见
glMatrixMode
)乘以此比例矩阵,产品将替换当前矩阵。
在进行缩放之前,使用glLoadIdentity
将当前矩阵替换为单位矩阵:
while (1)
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(25, 1, 1, 0);
glScalef(size_cat/600, size_cat/600, size_cat/600);
.....
}
或者使用glPushMatrix
and glPopMatrix
:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(25, 1, 1, 0);
while (1)
{
glPushMatrix();
glScalef(size_cat/600, size_cat/600, size_cat/600);
.....
glPopMatrix();
}