- (- 50, -50, -50)에서 (50, 50, 50)까지 5 개의면을 표시하고 싶습니다 (상단 면만 표시되지 않음).왜 내 큐브의 측면이 표시되지 않습니까?
void init()
{
glClearColor(1.0, 1.0, 1.0, 1.0); // Clear the background of our window to white
GLfloat specular[] = {1.0, 1.0, 1.0, 1.0}, shininess[] = {50.0}, emission[] = {0.0, 0.0, 0.0, 1.0},
lightPosition[] = {1.0, 1.0, 1.0, 0.0}, lightAmbient[] = {0.0, 0.0, 0.0, 1.0},
lightDiffuse[] = {1.0, 1.0, 1.0, 1.0}, lightSpecular[] = {1.0, 1.0, 0.0, 1.0};
glShadeModel(GL_SMOOTH);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emission);
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, lightSpecular);
glEnable(GL_LIGHT0);
//glEnable(GL_DEPTH_TEST); // makes objects overlap correctly/or not?!
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_CULL_FACE); // makes it faster?!
}
최종 결과 :
void drawRectangularPrism(Coordinate corner, Coordinate dimensions)
{
glPushMatrix();
glBegin(GL_QUADS);
// back face
glNormal3f(0, 0, 1);
glVertex3f(corner.x, corner.y, corner.z);
glVertex3f(corner.x + dimensions.x, corner.y, corner.z);
glVertex3f(corner.x + dimensions.x, corner.y + dimensions.y, corner.z);
glVertex3f(corner.x, corner.y + dimensions.y, corner.z);
// bottom face
glNormal3f(0, 1, 0);
glVertex3f(corner.x, corner.y, corner.z);
glVertex3f(corner.x, corner.y, corner.z + dimensions.z);
glVertex3f(corner.x + dimensions.x, corner.y, corner.z + dimensions.z);
glVertex3f(corner.x + dimensions.x, corner.y, corner.z);
// top face
glNormal3f(0, -1, 0);
glVertex3f(corner.x, corner.y + dimensions.y, corner.z);
glVertex3f(corner.x, corner.y + dimensions.y, corner.z + dimensions.z);
glVertex3f(corner.x + dimensions.x, corner.y + dimensions.y, corner.z + dimensions.z);
glVertex3f(corner.x + dimensions.x, corner.y + dimensions.y, corner.z);
// right face
glNormal3f(-1, 0, 0);
glVertex3f(corner.x + dimensions.x, corner.y, corner.z);
glVertex3f(corner.x + dimensions.x, corner.y, corner.z + dimensions.z);
glVertex3f(corner.x + dimensions.x, corner.y + dimensions.y, corner.z + dimensions.z);
glVertex3f(corner.x + dimensions.x, corner.y + dimensions.y, corner.z);
// left face
glNormal3f(1, 0, 0);
glVertex3f(corner.x, corner.y, corner.z);
glVertex3f(corner.x, corner.y, corner.z + dimensions.z);
glVertex3f(corner.x, corner.y + dimensions.y, corner.z + dimensions.z);
glVertex3f(corner.x, corner.y + dimensions.y, corner.z);
glEnd();
glPopMatrix();
}
그리고 경우에 유용
가 여기 OpenGL은 렌더링을 설정 내 기능입니다 다음과 같이 내 큐브 그리기 기능입니다왜 큐브의 위쪽과 왼쪽면이 표시되지 않습니까?
각면을 개별적으로 그리면 어떤면이 예상대로 그려지지 않고 있는지 알 수 있습니까? –
@DavidBrown 무슨 소리 야? 한 쪽을 제외한 모든 것을 주석으로 처리하여 실제로 그려지지 않았는지 확인하십시오. 그렇다면 왼쪽면과 윗면을 제외하고는 홀로 그려 질 때마다 모든면이 그려집니다. – wrongusername