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我正在使用 LWJGL 创建一个简单的体素事物作为一些练习,作为一个适度简单的项目来熟悉Kotlin

所以我已经降低了体素渲染,除了渲染每个面具有不同纹理的体素。

看起来不错,直到我开始四处走动......然后: 什么

如果有人需要整个回购,它就在这里

至于相关的类,我不太确定什么是相关的,但这是生成glVertex3f和glTexture2f的东西:

public class Shape
{
    class object
    {
        public fun CreateCube(x: Float, y: Float, z: Float, colour: ColourRGBA, tex: MutableList<TextureCoords>, size: Float)
        {
            val sheet: Spritesheet = Main.Instance!!.blocksprites

            var textures: MutableList<TextureCoords> = arrayListOf()
            if (tex.size == 1)
            {

                for (i in 0 .. 5)
                    textures.add(tex[0])
            }
            else
                textures.addAll(tex)







            // bottom face
            // bottom face (0, 1)
            GL11.glColor4f(colour.red.toFloat(), colour.green.toFloat(), colour.blue.toFloat(), colour.alpha.toFloat());
            GL11.glTexCoord2f(textures[0].x, textures[0].y + sheet.GetUniformSize());
            GL11.glVertex3f(x, y, z + size);
            GL11.glTexCoord2f(textures[0].x + sheet.GetUniformSize(), textures[0].y + sheet.GetUniformSize());
            GL11.glVertex3f(x + size, y, z + size);
            GL11.glTexCoord2f(textures[0].x + sheet.GetUniformSize(), textures[0].y);
            GL11.glVertex3f(x + size, y, z);
            GL11.glTexCoord2f(textures[0].x, textures[0].y);
            GL11.glVertex3f(x, y, z);

            // top face (2, 3)
            GL11.glColor4f(colour.red.toFloat(), colour.green.toFloat(), colour.blue.toFloat(), colour.alpha.toFloat());
            GL11.glTexCoord2f(textures[1].x, textures[1].y + sheet.GetUniformSize());
            GL11.glVertex3f(x, y + size, z);
            GL11.glTexCoord2f(textures[1].x + sheet.GetUniformSize(), textures[1].y + sheet.GetUniformSize());
            GL11.glVertex3f(x + size, y + size, z);
            GL11.glTexCoord2f(textures[1].x + sheet.GetUniformSize(), textures[1].y);
            GL11.glVertex3f(x + size, y + size, z + size);
            GL11.glTexCoord2f(textures[1].x, textures[1].y);
            GL11.glVertex3f(x, y + size, z + size);

            // front face (4, 5)
            GL11.glColor4f(colour.red.toFloat(), colour.green.toFloat(), colour.blue.toFloat(), colour.alpha.toFloat());
            GL11.glTexCoord2f(textures[2].x, textures[2].y + sheet.GetUniformSize());
            GL11.glVertex3f(x, y, z);
            GL11.glTexCoord2f(textures[2].x + sheet.GetUniformSize(), textures[2].y + sheet.GetUniformSize());
            GL11.glVertex3f(x + size, y, z);
            GL11.glTexCoord2f(textures[2].x + sheet.GetUniformSize(), textures[2].y);
            GL11.glVertex3f(x + size, y + size, z);
            GL11.glTexCoord2f(textures[2].x, textures[2].y);
            GL11.glVertex3f(x, y + size, z);

            // back face (6, 7)
            GL11.glColor4f(colour.red.toFloat(), colour.green.toFloat(), colour.blue.toFloat(), colour.alpha.toFloat());
            GL11.glTexCoord2f(textures[3].x, textures[3].y);
            GL11.glVertex3f(x, y + size, z + size);
            GL11.glTexCoord2f(textures[3].x + sheet.GetUniformSize(), textures[3].y);
            GL11.glVertex3f(x + size, y + size, z + size);
            GL11.glTexCoord2f(textures[3].x + sheet.GetUniformSize(), textures[3].y + sheet.GetUniformSize());
            GL11.glVertex3f(x + size, y, z + size);
            GL11.glTexCoord2f(textures[3].x, textures[3].y + sheet.GetUniformSize());
            GL11.glVertex3f(x, y, z + size);

            // left face (8, 9)
            GL11.glColor4f(colour.red.toFloat(), colour.green.toFloat(), colour.blue.toFloat(), colour.alpha.toFloat());
            GL11.glTexCoord2f(textures[4].x, textures[4].y + sheet.GetUniformSize());
            GL11.glVertex3f(x + size, y, z);
            GL11.glTexCoord2f(textures[4].x + sheet.GetUniformSize(), textures[4].y + sheet.GetUniformSize());
            GL11.glVertex3f(x + size, y, z + size);
            GL11.glTexCoord2f(textures[4].x + sheet.GetUniformSize(), textures[4].y);
            GL11.glVertex3f(x + size, y + size, z + size);
            GL11.glTexCoord2f(textures[4].x, textures[4].y);
            GL11.glVertex3f(x + size, y + size, z);

            // right face (10, 11)
            GL11.glColor4f(colour.red.toFloat(), colour.green.toFloat(), colour.blue.toFloat(), colour.alpha.toFloat());
            GL11.glTexCoord2f(textures[5].x, textures[5].y + sheet.GetUniformSize());
            GL11.glVertex3f(x, y, z + size);
            GL11.glTexCoord2f(textures[5].x + sheet.GetUniformSize(), textures[5].y + sheet.GetUniformSize());
            GL11.glVertex3f(x, y, z);
            GL11.glTexCoord2f(textures[5].x + sheet.GetUniformSize(), textures[5].y);
            GL11.glVertex3f(x, y + size, z);
            GL11.glTexCoord2f(textures[5].x, textures[5].y);
            GL11.glVertex3f(x, y + size, z + size);
        }
    }
}

编辑:经过更多测试,我意识到只有当相机位于相关体素上方时才会出现奇怪的故障。我将类似的块放在其他地方,只暴露侧面,从底部看时它们很好:

相机略高于方块(相机越远,问题就会升级):在此处输入图像描述 相机低于方块:在此处输入图像描述

编辑 2:经过更多测试,事实证明问题在于具有不同纹理的任何两种不同类型的块相互作用......所以它可能不是每个人脸的事情,而是人脸互动的事情?我不知道。

编辑 3:我决定尝试查明问题,所以我从我的代码中删除了 glTexCoords2f() 调用。不幸的是,问题仍然存在:在此处输入图像描述

4

1 回答 1

1

所以。

GLU.gluPerspective(67.0f, (width / height).toFloat(), 0.0001f, 1000.0f)

怎么样GLU.gluPerspective(67.0f, (width / height).toFloat(), 0.5f, 1000.0f)

基本上,减少最小视距,解决了这个问题。

于 2014-05-05T12:54:33.007 回答