2010-07-22 21 views
0

我不知道,如果它被称为图形神器,但看到这一点: http://img835.imageshack.us/img835/9785/anomoly.pngOpenGL的图形工件?

你会发现在黑色轮廓是不合时宜的6个像素。

我的应用程序可以在缩放,当我使我这样做:

渲染:

// Set an orthogonal projection matrix 
    glMatrixMode(GL_PROJECTION); 
    glLoadIdentity(); 
    glOrtho(GetCameraX() - ((float)controls.MainGlFrame.Dimensions.x) * scene[current.currentScene].camera.ScaleFactor 
     /2, GetCameraX() + ((float)controls.MainGlFrame.Dimensions.x) * scene[current.currentScene].camera.ScaleFactor/2, 
     GetCameraY() - ((float)controls.MainGlFrame.Dimensions.y) * scene[current.currentScene].camera.ScaleFactor/2, 
     GetCameraY() + ((float)controls.MainGlFrame.Dimensions.y) * scene[current.currentScene].camera.ScaleFactor/2, 
     -1.0f, 1.0f); 

    // Set the model matrix as the current matrix 
    glMatrixMode(GL_MODELVIEW); 
    glLoadIdentity(); 


    hdc = BeginPaint(controls.MainGlContext.mhWnd,&ps); 


    //start OGL code 

相机结构是这样的:

struct SceneCam { 
    double x; 
    double y; 
    double tempX; 
    double tempY; 
    double ScaleFactor; 

}; 

我怀疑这可能是问题因为我用来做的只是设置一个左上角的坐标系和GlTranslate我所有的几何图形,但我认为这样做更合适。文物是随机的,很少发生,但我仍然想摆脱它们。

感谢

Render: 
void CGlEngine::RenderShapes() 
{ 





    // Set an orthogonal projection matrix 
    glMatrixMode(GL_PROJECTION); 
    glLoadIdentity(); 
    glOrtho(GetCameraX() - ((float)controls.MainGlFrame.Dimensions.x) * scene[current.currentScene].camera.ScaleFactor 
     /2, GetCameraX() + ((float)controls.MainGlFrame.Dimensions.x) * scene[current.currentScene].camera.ScaleFactor/2, 
     GetCameraY() - ((float)controls.MainGlFrame.Dimensions.y) * scene[current.currentScene].camera.ScaleFactor/2, 
     GetCameraY() + ((float)controls.MainGlFrame.Dimensions.y) * scene[current.currentScene].camera.ScaleFactor/2, 
     -1.0f, 1.0f); 

    // Set the model matrix as the current matrix 
    glMatrixMode(GL_MODELVIEW); 
    glLoadIdentity(); 


    hdc = BeginPaint(controls.MainGlContext.mhWnd,&ps); 


    //start OGL code 


    glClear(GL_COLOR_BUFFER_BIT); 






for(unsigned int currentlayer = 0; currentlayer < scene[current.currentScene].layer.size(); ++currentlayer) 
{ 

    for(unsigned int i = 0; i < scene[current.currentScene].layer[currentlayer].Shapes.size(); i++) 
    { 

     //render shape here 
     scene[current.currentScene].layer[currentlayer].Shapes[i].Render(); 



    } 

} 

for(int i = 0; i < TempBuffers.size(); ++i) 
{ 
    if(scene[current.currentScene].layer[TempBuffers[i].layer].Shapes[TempBuffers[i].shape].Contour[0].DrawingPoints.size() > 1) 
    { 


    glColor3f(0,0,0); 
    glBindBufferARB(GL_ARRAY_BUFFER_ARB,controls.MainGlFrame.BufferVBO); 
    glBufferDataARB(GL_ARRAY_BUFFER_ARB,sizeof(GLdouble) * scene[current.currentScene].layer[TempBuffers[i].layer].Shapes[TempBuffers[i].shape].Contour[0].DrawingPoints.size() * 2 
     ,(GLdouble*)(&scene[current.currentScene].layer[TempBuffers[i].layer].Shapes[TempBuffers[i].shape].Contour[0].DrawingPoints[0]),GL_STATIC_COPY); 


     glEnableClientState(GL_VERTEX_ARRAY); 

    glBindBufferARB(GL_ARRAY_BUFFER_ARB, controls.MainGlFrame.BufferVBO); 
    glVertexPointer(2, GL_DOUBLE, 0, (char *) NULL);  // Set The Vertex Pointer To The Vertex Buffer 

    if(scene[current.currentScene].layer[TempBuffers[i].layer].Shapes[TempBuffers[i].shape].connected) 
    { 
      glDrawArrays(GL_LINE_LOOP, 0, scene[current.currentScene].layer[TempBuffers[i].layer].Shapes[TempBuffers[i].shape].Contour[0].DrawingPoints.size()); 
    } 
    else 
    { 
     glDrawArrays(GL_LINE_STRIP, 0, scene[current.currentScene].layer[TempBuffers[i].layer].Shapes[TempBuffers[i].shape].Contour[0].DrawingPoints.size()); 

    } 

    glColor3f(1,0.5,0.5); 
    //glDrawArrays(GL_POINTS, 0, layer[TempBuffers[i].layer].Shapes[TempBuffers[i].shape].Contour[0].DrawingPoints.size()); 

    glDisableClientState(GL_VERTEX_ARRAY); 

    glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); 
    } 
} 
/* 
    glColor3f(0,0,0); 
    glLineWidth(2); 
    */ 
/* 
    if (ObjectBuffer.Contour[0].UserPoints.size() > 0) 
    { 

     glBegin(GL_LINES); 
     for(unsigned int i = 0; i < ObjectBuffer.Contour[0].DrawingPoints.size() - 1; ++i) 
     { 
      glVertex2d(ObjectBuffer.Contour[0].UserPoints[i].UserPoint.x,ObjectBuffer.Contour[0].UserPoints[i].UserPoint.y); 
      glVertex2d(ObjectBuffer.Contour[0].UserPoints[i + 1].UserPoint.x,ObjectBuffer.Contour[0].UserPoints[i + 1].UserPoint.y); 
     } 
     glEnd(); 
    } 
*/ 



    //end OGL code 
    glFlush(); 
    Sleep(1); 

    SwapBuffers(hdc); 



    EndPaint(controls.MainGlContext.mhWnd,&ps); 


} 

调整大小:

void CGlFrame::resize(HWND mainWindow,CGlContext *context, float rightRemainder) 
{ 
    RECT clientRect; 
    GetClientRect(mainWindow,&clientRect); 

if(!hasstarted) 
{ 
    context->killOGL(); 
    context->init(framehWnd, 
     context->format); 
    hasstarted = true; 
    //Generate a VBO 
    glGenBuffersARB(1,&BufferVBO); 

} 



SetWindowPos(framehWnd,NULL,toolWidth,tabHeight, 
      (static_cast<int>(((clientRect.right - clientRect.left) - toolWidth) - rightRemainder)) + toolWidth, 
      (static_cast<int>((clientRect.bottom - clientRect.top) - tabHeight - paramHeight)) ,NULL); 



int width; 
int height; 
RECT newwin; 
GetClientRect(framehWnd,&newwin); 
width = newwin.right - newwin.left; 
height = newwin.bottom - newwin.top; 

Dimensions.x = width; 
Dimensions.y = height; 
glViewport(0, 0, width, height); 




glShadeModel(GL_SMOOTH); 
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST); 
glEnable(GL_POLYGON_SMOOTH); 
glEnable(GL_LINE_SMOOTH); 
glEnable(GL_CULL_FACE); 
glCullFace(GL_BACK); 
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); 

glEnable(GL_MULTISAMPLE_ARB); 
glEnable(GL_BLEND); 
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 
glClearColor(1.0f, 1.0f, 1.0f, 0.0f); 
glLineWidth(2); 
glPointSize(5); 

} 

形状呈现:

void CGlShape::Render() 
{ 
    if(!render) 
    { 
     return; 
    } 
glColor4f(MainShapeColor.r,MainShapeColor.g,MainShapeColor.b,MainShapeColor.a); 
if(Gradient.active) 
{ 
    glEnable(GL_TEXTURE_2D); 
    glBindTexture(GL_TEXTURE_2D,Gradient.TextureId); 
} 
glEnableClientState(GL_VERTEX_ARRAY); 
glEnableClientState(GL_TEXTURE_COORD_ARRAY); 


glBindBufferARB(GL_ARRAY_BUFFER_ARB, ObjectVBOInt); 
glVertexPointer(2, GL_FLOAT, 0, (char *) NULL);  // Set The Vertex Pointer To The Vertex Buffer 
glBindBufferARB(GL_ARRAY_BUFFER_ARB, TextureCoordsVBOInt); 
glTexCoordPointer(2, GL_FLOAT, 0, (char *) NULL);  // Set The Vertex Pointer To The Vertex Buffer 


glDrawArrays(GL_TRIANGLES, 0, ObjectVBOCount); 

glDisableClientState(GL_TEXTURE_COORD_ARRAY); 

glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); 
glDisable(GL_TEXTURE_2D); 

for(int i = 0; i < Contour.size(); ++i) 
{ 
    glColor4f(Contour[i].Outline.OutlineColor.r, 
     Contour[i].Outline.OutlineColor.g, 
     Contour[i].Outline.OutlineColor.b, 
     Contour[i].Outline.OutlineColor.a); 

glBindBufferARB(GL_ARRAY_BUFFER_ARB, Contour[i].Outline.OutlineVBO); 
glVertexPointer(2, GL_FLOAT, 0, (char *) NULL);  // Set The Vertex Pointer To The Vertex Buffer 
glDrawArrays(GL_TRIANGLES, 0, Contour[i].Outline.OutlineSize); 
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); 
} 
glDisableClientState(GL_VERTEX_ARRAY); 


} 

编辑

我成功向S通过0.00001的gltranslation渲染轮廓两次。这有效,但导致透支,我希望我有更好的解决方案。

回答

2

考虑到它们的位置(正确的地方是两个三角形互相碰撞),我猜想这是一个简单的浮点舍入问题,所以两个对象不会完全相互“撞击”。

根据猜测,将黑色部分绘制为几个GL_TRIANGLE_STRIP而不是个人GL_TRIANGLES将有很好的解决问题的机会(同时也可以提高性能,因为它减少了顶点的数量需要给它)。