啊哈!看来我的问题是我给 gluPerspective 的 zNear 值必须大于 0,并且我必须启用深度缓冲区才能使其工作。我已经更新了下面的代码以使其正常工作。
我已经尝试过很多次,并且一直认为我以错误的顺序定义了我的四边形顶点,但现在,我知道它是另外一回事了。
我试过启用剔除,将frontFace更改为顺时针,禁用混合,添加法线,但我总是得到一个看起来像这样的立方体;
希望您甚至不必查看我的代码即可知道问题所在,因为这样得到它并不难。
如果您不立即知道问题出在哪里,这里是用于设置和绘制立方体的代码。
// FIXED CODE.
// reshape, called on init, and window resize
void reshape(int w, int h) {
scrw=w;
scrh=h;
glClearColor(0.8,0.8,0.8,1.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(cfov,(float) scrw/ (float) scrh,1,1000); // this is also a part of the fix.
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST); // this is a part of the fix
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glViewport(0,0,scrw,scrh);
}
// drawQuadCube(), called every frame.
void drawQuadCube() {
glPushMatrix();
glTranslated(0.5,0.5,0.5);
glRotated(xangle,0,1,0);
glRotated(yangle,1,0,0);
glRotated(zangle,0,0,1);
glTranslated(-0.5,-0.5,-0.5);
glBegin(GL_QUADS);
// bottom
glColor4ub(30,30,255,255);
glVertex3f(0.0f, 0.0f, 1.0f);
glVertex3f(1.0f, 0.0f, 1.0f);
glVertex3f(1.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
// top
glColor4ub(40,40,255,255);
glVertex3f(0.0f, 1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 0.0f);
// left
glColor4ub(60,60,255,255);
glVertex3f(0.0f, 0.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 1.0f);
// right
glColor4ub(60,60,200,255);
glVertex3f(1.0f, 0.0f, 1.0f);
glVertex3f(1.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 1.0f, 0.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
// near
glColor4ub(70,70,100,255);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 1.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 0.0f);
// far
glColor4ub(20,20,90,255);
glVertex3f(0.0f, 0.0f, 1.0f);
glVertex3f(1.0f, 0.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(0.0f, 1.0f, 1.0f);
glNormal3f(0,0,0);
glNormal3f(0,0,1);
glNormal3f(0,1,0);
glNormal3f(1,0,0);
glNormal3f(1,0,1);
glNormal3f(1,1,0);
glNormal3f(1,1,1);
glNormal3f(0,1,1);
glEnd();
glPopMatrix();
}
// if that isn't enough, this is the function used to set up the view.
void setView(void) {
glLoadIdentity();
gluLookAt(0.5,0.5,-5,0.5,0.5,0.5,0,1,0);
}