여기 코딩 문제가 있습니다. 2 개 이상의 블록을 렌더링 할 때 새 블록이있는 위치에 이전 블록이 추가되므로 해당 블록 사이에 다른 거리가 있습니다. FPCameraController를 사용 했으므로 GL11.glloadIdentify()를 추가 할 수 없습니다. 내 블록이 사라지기 때문입니다.LWJGL GLTranslation previos 번역
렌더링 클래스 :
동안 { GL11.glClear (GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT) (Display.isCloseRequested!) 이러한 변수와
GL11.glCullFace(GL11.GL_BACK);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_BLEND);
GL11.glPopMatrix(); //From 2D
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GLU.gluPerspective(45f, (float) Display.getWidth()/Display.getHeight(), 0.1f, 1000);
GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());
GL11.glMatrixMode(GL11.GL_MODELVIEW);
//distance in mouse movement from the last getDX() call.
dx = Mouse.getDX();
//distance in mouse movement from the last getDY() call.
dy = Mouse.getDY();
//controll camera yaw from x movement fromt the mouse
camera.yaw(dx * mouseSensitivity);
//controll camera pitch from y movement fromt the mouse
camera.pitch(dy * mouseSensitivity);
//when passing in the distance to move
//we times the movementSpeed with dt this is a time scale
//so if its a slow frame u move more then a fast frame
//so on a slow computer you move just as fast as on a fast computer
if (Keyboard.isKeyDown(Keyboard.KEY_W))//move forward
{
camera.walkForward(movementSpeed*dt);
}
if (Keyboard.isKeyDown(Keyboard.KEY_S))//move backwards
{
camera.walkBackwards(movementSpeed*dt);
}
if (Keyboard.isKeyDown(Keyboard.KEY_A))//strafe left
{
camera.strafeLeft(movementSpeed*dt);
}
if (Keyboard.isKeyDown(Keyboard.KEY_D))//strafe right
{
camera.strafeRight(movementSpeed*dt);
}
CubeRenderer.renderTexturedCube(TextureManager.cube_unknown.getTexture(), 0,0,0);
CubeRenderer.renderTexturedCube(TextureManager.cube_unknown.getTexture(), 0,1,0);
CubeRenderer.renderTexturedCube(TextureManager.cube_unknown.getTexture(), 0,2,0);
CubeRenderer.renderTexturedCube(TextureManager.cube_unknown.getTexture(), 1,2,0);
CubeRenderer.renderTexturedCube(TextureManager.cube_unknown.getTexture(), -1,2,0);
GL11.glLoadIdentity();
camera.lookThrough();
Display.sync(60);
Display.update();
}
Display.destroy();
렌더링 클래스 : 텍스처 텍스; float x, y, z;
GL11.glTranslatef (x, y, z);
GL11.glRotatef (0,0.0f, 0.0f, 0.0f);
GL11.glColor3f (0.5f, 0.5f, 1.0f);
tex.bind(); GL11.gl 폴리곤 모드 (GL11.GL_FRONT, GL11.GL_FILL);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0); GL11.glVertex3f(-1, -1, 1);
GL11.glTexCoord2f(0, 1); GL11.glVertex3f(1, -1, 1);
GL11.glTexCoord2f(1, 1); GL11.glVertex3f(1, 1, 1);
GL11.glTexCoord2f(1, 0); GL11.glVertex3f(-1, 1, 1);
GL11.glEnd();
//left
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0); GL11.glVertex3f(-1, -1, -1);
GL11.glTexCoord2f(0, 1); GL11.glVertex3f(-1, -1, 1);
GL11.glTexCoord2f(1, 1); GL11.glVertex3f(-1, 1, 1);
GL11.glTexCoord2f(1, 0); GL11.glVertex3f(-1, 1, -1);
GL11.glEnd();
//right
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0); GL11.glVertex3f(1, -1, -1);
GL11.glTexCoord2f(0, 1); GL11.glVertex3f(1, 1, -1);
GL11.glTexCoord2f(1, 1); GL11.glVertex3f(1, 1, 1);
GL11.glTexCoord2f(1, 0); GL11.glVertex3f(1, -1, 1);
GL11.glEnd();
//front
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0); GL11.glVertex3f(-1, -1, -1);
GL11.glTexCoord2f(0, 1); GL11.glVertex3f(1, -1, -1);
GL11.glTexCoord2f(1, 1); GL11.glVertex3f(1, -1, 1);
GL11.glTexCoord2f(1, 0); GL11.glVertex3f(-1, -1, 1);
GL11.glEnd();
//back
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0); GL11.glVertex3f(1, 1, -1);
GL11.glTexCoord2f(0, 1); GL11.glVertex3f(-1, 1, -1);
GL11.glTexCoord2f(1, 1); GL11.glVertex3f(-1, 1, 1);
GL11.glTexCoord2f(1, 0); GL11.glVertex3f(1, 1, 1);
GL11.glEnd();
//bottom
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0); GL11.glVertex3f(1, -1, -1);
GL11.glTexCoord2f(0, 1); GL11.glVertex3f(-1, -1, -1);
GL11.glTexCoord2f(1, 1); GL11.glVertex3f(-1, 1, -1);
GL11.glTexCoord2f(1, 0); GL11.glVertex3f(1, 1, -1);
GL11.glEnd();
고맙습니다! 그것은 완벽하게 작동합니다 – LucaV
그 경우, 대답의 왼쪽에있는 체크를 클릭하여 동의 한 것으로 표시하십시오. – immibis