好的,所以我把我的问题分开了,因为我需要一个深入的答案,因为我对此感到很困惑,如果我只有一个概括的答案,就会失败。
我有一个车身,我最初使用 line_loop 绘制并将其更改为多边形,以便我可以对其进行纹理处理。但是它会像这样忽略轮拱。
(暂时忽略纹理,我需要再弄清楚一个;))
这就是我的车在 line_loop 下的样子
如果用多边形制作轮拱的方法使它成为一个更平滑的圆,那就更好了:)
这是我当前的代码,(忽略纹理的东西)我确实从之前的问题开始用那个方向的刺激开始镶嵌,但不确定如何使用它以及传递哪些坐标等等。感谢您的所有帮助!
void drawBody(int textureindex)
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textureLib[textureindex]);
GLUtesselator *tess = gluNewTess(); // create a tessellator
if(!tess) return 0; // failed to create tessellation object, return 0
glBegin(GL_POLYGON);
glTexCoord2f(0.0F, 0.0F);
glVertex2f(-1.0f, 0.0f);
glTexCoord2f(-0.97, 0.0);
glVertex2f(-1.97f, 0.0f);
//wheel arch begin.
glTexCoord2f(-0.93, 0.3);
glVertex2f(-1.93f, 0.3f);
glTexCoord2f(-0.95, 0.4);
glVertex2f(-1.95f, 0.4f);
glTexCoord2f(-1.2, 0.6);
glVertex2f(-2.2f, 0.6f);
glTexCoord2f(-1.6, 0.6);
glVertex2f(-2.6f, 0.6f);
glTexCoord2f(-1.82, 0.4);
glVertex2f(-2.82f, 0.4f);
glTexCoord2f(-1.8, 0.3);
glVertex2f(-2.8f, 0.3f);
glTexCoord2f(-1.78, 0.0);
glVertex2f(-2.78f, 0.0f);
//end wheel arch.
//Front of car.
glTexCoord2f(0.0, 0.0);
glVertex2f(-3.8f, 0.0f);
glTexCoord2f(0.0, 0.2);
glVertex2f(-3.7f, 0.2f);
glTexCoord2f(0.0, 0.4);
glVertex2f(-3.8f, 0.4f);
glTexCoord2f(0.0, 0.7);
glVertex2f(-2.8f, 0.7f);
glTexCoord2f(0.0, 0.7);
glVertex2f(-2.4f, 0.7f);
//Windscreen.
glTexCoord2f(0.0, 1.0);
glVertex2f(-1.0f, 1.0f);
glTexCoord2f(1.0, 1.0);
glVertex2f(0.5f, 1.05f);
glTexCoord2f(1.0, 0.8);
glVertex2f(2.3f, 0.8f);
//rear bumper.
glTexCoord2f(1.0, 0.5);
glVertex2f(2.15f, 0.5f);
glTexCoord2f(1.0, 0.3);
glVertex2f(2.15f, 0.3f);
glTexCoord2f(1.0, 0.3);
glVertex2f(2.35f, 0.3f);
glTexCoord2f(1.0, 0.0);
glVertex2f(2.0f, 0.0f);
glTexCoord2f(1.0, 0.0);
glVertex2f(1.83f, 0.0f);
//wheel arch begin.
glTexCoord2f(1.0, 0.3);
glVertex2f(1.85f, 0.3f);
glTexCoord2f(1.0, 0.4);
glVertex2f(1.86f, 0.4f);
glTexCoord2f(1.0, 0.6);
glVertex2f(1.6f, 0.6f);
glTexCoord2f(1.0, 0.6);
glVertex2f(1.2f, 0.6f);
glTexCoord2f(1.0, 0.4);
glVertex2f(1.0f, 0.4f);
glTexCoord2f(1.0, 0.3);
glVertex2f(1.0f, 0.3f);
glTexCoord2f(1.0, 0.0);
glVertex2f(1.05f, 0.0f);
//end wheel arch.
glEnd();
glDisable(GL_TEXTURE_2D);
}
修订后的镶嵌代码(目前只在一个轮拱上尝试过,没有任何影响)。
GLdouble car[7][2] = { {-1.93,0.3}, {-1.95,0.4}, {-2.2,0.6}, {-2.6,0.6}, {-2.82,0.4}, {-2.8,0.3}, {-2.78,0.0} };
GLUtesselator *tess = gluNewTess(); // create a tessellator
gluTessBeginPolygon(tess, 0);
gluTessBeginContour(tess);
{
gluTessVertex(tess, car[0], car[0]);
gluTessVertex(tess, car[1], car[1]);
gluTessVertex(tess, car[2], car[2]);
gluTessVertex(tess, car[3], car[3]);
gluTessVertex(tess, car[4], car[4]);
gluTessVertex(tess, car[5], car[5]);
gluTessVertex(tess, car[6], car[6]);
}
gluTessEndContour(tess);
gluTessEndPolygon(tess);
感谢您的所有帮助,最终图像如下所示:
再次感谢您的帮助!尤其是彼得 :)