我一直在研究如何在OpenGL中使用反别名。 Here是我找到的教程。
示例6-5是一个小程序,用于演示多边形的消除锯齿。
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
GLboolean polySmooth = GL_TRUE;
static void init(void)
{
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glBlendFunc(GL_SRC_ALPHA_SATURATE, GL_ONE);
glClearColor(0.0, 0.0, 0.0, 0.0);
}
#define NFACE 6
#define NVERT 8
void drawCube(GLdouble x0, GLdouble x1, GLdouble y0,
GLdouble y1, GLdouble z0, GLdouble z1)
{
static GLfloat v[8][3];
static GLfloat c[8][4] = {
{0.0, 0.0, 0.0, 1.0}, {1.0, 0.0, 0.0, 1.0},
{0.0, 1.0, 0.0, 1.0}, {1.0, 1.0, 0.0, 1.0},
{0.0, 0.0, 1.0, 1.0}, {1.0, 0.0, 1.0, 1.0},
{0.0, 1.0, 1.0, 1.0}, {1.0, 1.0, 1.0, 1.0}
};
/* indices of front, top, left, bottom, right, back faces */
static GLubyte indices[NFACE][4] = {
{4, 5, 6, 7}, {2, 3, 7, 6}, {0, 4, 7, 3},
{0, 1, 5, 4}, {1, 5, 6, 2}, {0, 3, 2, 1}
};
v[0][0] = v[3][0] = v[4][0] = v[7][0] = x0;
v[1][0] = v[2][0] = v[5][0] = v[6][0] = x1;
v[0][1] = v[1][1] = v[4][1] = v[5][1] = y0;
v[2][1] = v[3][1] = v[6][1] = v[7][1] = y1;
v[0][2] = v[1][2] = v[2][2] = v[3][2] = z0;
v[4][2] = v[5][2] = v[6][2] = v[7][2] = z1;
#ifdef GL_VERSION_1_1
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, v);
glColorPointer(4, GL_FLOAT, 0, c);
glDrawElements(GL_QUADS, NFACE * 4, GL_UNSIGNED_BYTE, indices);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
#else
printf("If this is GL Version 1.0, ");
printf("vertex arrays are not supported.\n");
exit(1);
#endif
}
/* Note: polygons must be drawn from front to back
* for proper blending.
*/
void display(void)
{
if (polySmooth)
{
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glEnable(GL_POLYGON_SMOOTH);
glDisable(GL_DEPTH_TEST);
}
else
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_BLEND);
glDisable(GL_POLYGON_SMOOTH);
glEnable(GL_DEPTH_TEST);
}
glPushMatrix();
glTranslatef(0.0, 0.0, -8.0);
glRotatef(30.0, 1.0, 0.0, 0.0);
glRotatef(60.0, 0.0, 1.0, 0.0);
drawCube(-0.5, 0.5, -0.5, 0.5, -0.5, 0.5);
glPopMatrix();
glFlush();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30.0, (GLfloat) w / (GLfloat) h, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
case 't':
case 'T':
polySmooth = !polySmooth;
glutPostRedisplay();
break;
case 27:
exit(0); /* Escape key */
break;
default:
break;
}
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_ALPHA | GLUT_DEPTH);
glutInitWindowSize(200, 200);
glutCreateWindow(argv[0]);
init();
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
我将代码复制到我的计算机(Ubuntu 11),编译它并得到它:
阅读代码,我想当按下t
按钮时,多边形应该是消除锯齿的。按下t
按钮后拍摄这张照片。据我所知,我不认为这些是反锯齿多边形,我做了什么错了?
答案 0 :(得分:17)
POLYGON_SMOOTH没用(不要去红皮书^^)。大多数图形卡都没有实现它。
只需在glutInitDisplayMode()中添加“| GLUT_MULTISAMPLE”即可。这将使用MSAA技术(多采样AA)添加全屏(井,全窗)抗锯齿。如果它不起作用,请尝试使用freeglut。你可以在这里找到opengl样本:OpenGL Samples Pack,他们使用freeglut。