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每当我尝试使用我的 glmxLoadPerspective 函数时,什么都不会显示。但是,我的 glmxLoadOrtho 函数显示正常。我的数学错了吗?下面的相关代码(不相关的位被截断):

(APP_WIDTH = 1000,APP_HEIGHT = 1000)

用法:

glmxMatrix ortho;
glmxGenMatrix(&ortho, GLMX_4X4); //This simply loads the identity matrix.
glmxLoadPerspective(&ortho, 45.0f, APP_WIDTH / APP_HEIGHT, 1.0f, 10.0f); //Implementation below.

glmxMatrix modelview;
glmxGenMatrix(&modelview, GLMX_4X4); //Same as above.

const GLfloat verts[] = {
   //verts
   100.0f, 100.0f, -3.0f, 1.0f,
   200.0f, 200.0f, -3.0f, 1.0f,
   100.0f,  200.0f, -3.0f, 1.0f,
   200.0f,  100.0f, -3.0f, 1.0f,
   //colors
   1.0f, 0.3f, 0.4f, 0.5f,
   0.5f, 0.1f, 0.4f, 0.3f,
   0.0f,  1.0f, 0.5f, 0.6f,
   0.0f,  1.0f, 0.5f, 0.6f,
};

glmxMultMatrix(&ortho, &modelview);

截锥体功能:

glmxvoid glmxLoadFrustrum(glmxMatrix* matrix, glmxfloat left, glmxfloat right, glmxfloat bottom,
    glmxfloat top, glmxfloat near, glmxfloat far){
if(matrix -> mx_type != GLMX_4X4){GLMX_ERROR = GLMX_NOT_4X4; return;}
matrix -> mx_data[0] = (2.0f * near) / (right - left);
matrix -> mx_data[1] = 0.0f;
matrix -> mx_data[2] = 0.0f;
matrix -> mx_data[3] = 0.0f;
matrix -> mx_data[4] = 0.0f;
matrix -> mx_data[5] = (2.0f * near) / (top - bottom);
matrix -> mx_data[6] = 0.0f;
matrix -> mx_data[7] = 0.0f;
matrix -> mx_data[8] = (right + left) / (right - left);
matrix -> mx_data[9] = (top + bottom) / (top - bottom);
matrix -> mx_data[10] = (-far - near) / (far - near);
matrix -> mx_data[11] = -1.0f;
matrix -> mx_data[12] = 0.0f;
matrix -> mx_data[13] = 0.0f;
matrix -> mx_data[14] = -(2.0f * near) * far / (far - near);
matrix -> mx_data[15] = 0.0f;
}

透视功能:

glmxvoid glmxLoadPerspective(glmxMatrix* matrix, glmxfloat fovy, glmxfloat aspect, glmxfloat near,
    glmxfloat far){
glmxfloat ymax = near * tanf(fovy * GLMX_PI / 360.0f), xmax = ymax * aspect;
glmxLoadFrustrum(matrix, -xmax, xmax, -ymax, ymax, near, far);
}
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1 回答 1

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据我所知,您将 x,y 不对称偏移量(8 和 9)放在第 3 列,这意味着它们与 z 相乘。我相信 8,9 应该移到 12 和 13。

于 2012-10-11T16:15:36.673 回答