我在 OpenGL 中的渲染深度有问题
以下代码是发生问题的代码的简单示例。它在同一位置渲染 2 个梯形,其中一个旋转。但是旋转的总是显示在顶部,即使它在旋转时应该在第一个梯形后面。
我想我在初始化 OpenGL 时搞砸了。同样在通过stackoverflow搜索时,我发现有人建议执行以下代码并查看输出的帖子。
int depth;
glGetIntegerv(GL_DEPTH_BITS, &depth);
printf("%i bits depth", depth);
那么输出是0位深度,我猜这不好:(
我正在使用带有 glfw 库的 xCode 在 Mac 上开发
#include <GL/glfw.h>
#include <stdlib.h>
int main( void )
{
int running = GL_TRUE;
if( !glfwInit() )
{
exit( EXIT_FAILURE );
}
// Open an OpenGL window
if( !glfwOpenWindow( 640,480, 0,0,0,0,0,0, GLFW_WINDOW ))
{
glfwTerminate();
exit( EXIT_FAILURE );
}
glEnable(GL_DEPTH_TEST);
float angle = 0;
// Main loop
while( running )
{
double elapsedTime = glfwGetTime();
glfwSetTime(0);
angle += 90 * elapsedTime;
// OpenGL rendering goes here...
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix(); //Save the transformations performed thus far
glColor3f(1.0f, 1.0, 0.0);
glTranslatef(0.0f, 0.0f, 0.0f); //Move to the center of the trapezoid
//glRotatef(angle, 0.0f, 1.0f, 0.0f); //Rotate about the y-axis
glBegin(GL_QUADS);
//Trapezoid
glVertex3f(-0.7f, -0.5f, 0.0f);
glVertex3f(0.7f, -0.5f, 0.0f);
glVertex3f(0.4f, 0.5f, 0.0f);
glVertex3f(-0.4f, 0.5f, 0.0f);
glEnd();
glPopMatrix();
glPushMatrix(); //Save the transformations performed thus far
glColor3f(1.0f, 0.0, 0.0);
glTranslatef(0.0f, 0.0f, 0.0f); //Move to the center of the trapezoid
glRotatef(angle, 0.0f, 1.0f, 0.0f); //Rotate about the y-axis
glBegin(GL_QUADS);
//Trapezoid
glVertex3f(-0.7f, -0.5f, 0.0f);
glVertex3f(0.7f, -0.5f, 0.0f);
glVertex3f(0.4f, 0.5f, 0.0f);
glVertex3f(-0.4f, 0.5f, 0.0f);
glEnd();
glPopMatrix(); //Undo the move to the center of the trapezoid
glfwSwapBuffers();
// Check if ESC key was pressed or window was closed
running = !glfwGetKey( GLFW_KEY_ESC ) &&
glfwGetWindowParam( GLFW_OPENED );
}
// Close window and terminate GLFW
glfwTerminate();
// Exit program
exit( EXIT_SUCCESS );
}