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private void init_video() {
uint32 video_flags = SurfaceFlag.SWSURFACE | SurfaceFlag.OPENGL;
screen = Screen.set_video_mode (SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, video_flags);
if (screen == null) stderr.printf ("Could not set video mode.\n");
glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
glMatrixMode (GL_PROJECTION);
glLoadIdentity();
glFrustum (-2.0f, 2.0f, -2.0f, 2.0f, 1.0f, 300.0f);
glMatrixMode (GL_MODELVIEW);
glEnable (GL_DEPTH_TEST);
glEnable (GL_TEXTURE_2D);
SDL.WindowManager.set_caption ("Title", "Title");
}
这是我为正在制作的游戏设置相机的功能。我有这个功能来绘制一个立方体:在3D上下文中绘制2D点
public void draw() {
glLoadIdentity();
glTranslatef (x, y, z);
glScalef (size, size, size);
glRotatef (x_angle, 1.0f, 0.0f, 0.0f);
glRotatef (y_angle, 0.0f, 1.0f, 0.0f);
glRotatef (z_angle, 0.0f, 0.0f, 1.0f);
glBegin (GL_QUADS);
/* Front face */
glColor3f (1.0f, 0.0f, 0.0f);
glVertex3f (0.5f, 0.5f, 0.5f);
glVertex3f (-0.5f, 0.5f, 0.5f);
glVertex3f (-0.5f, -0.5f, 0.5f);
glVertex3f (0.5f, -0.5f, 0.5f);
/* Left face */
glColor3f (0.0f, 1.0f, 0.0f);
glVertex3f (-0.5f, 0.5f, 0.5f);
glVertex3f (-0.5f, -0.5f, 0.5f);
glVertex3f (-0.5f, -0.5f, -0.5f);
glVertex3f (-0.5f, 0.5f, -0.5f);
/* Back face */
glColor3f (0.0f, 0.0f, 1.0f);
glVertex3f (0.5f, 0.5f, -0.5f);
glVertex3f (-0.5f, 0.5f, -0.5f);
glVertex3f (-0.5f, -0.5f, -0.5f);
glVertex3f (0.5f, -0.5f, -0.5f);
/* Right face */
glColor3f (1.0f, 1.0f, 0.0f);
glVertex3f (0.5f, 0.5f, 0.5f);
glVertex3f (0.5f, -0.5f, 0.5f);
glVertex3f (0.5f, -0.5f, -0.5f);
glVertex3f (0.5f, 0.5f, -0.5f);
/* Top face */
glColor3f (0.0f, 1.0f, 1.0f);
glVertex3f (0.5f, 0.5f, 0.5f);
glVertex3f (-0.5f, 0.5f, 0.5f);
glVertex3f (-0.5f, 0.5f, -0.5f);
glVertex3f (0.5f, 0.5f, -0.5f);
/* Bottom face */
glColor3f (1.0f, 0.0f, 1.0f);
glVertex3f (0.5f, -0.5f, 0.5f);
glVertex3f (-0.5f, -0.5f, 0.5f);
glVertex3f (-0.5f, -0.5f, -0.5f);
glVertex3f (0.5f, -0.5f, -0.5f);
glEnd();
}
如何绘制点,就好像它是一个2D上下文?有任何想法吗?
什么是2D上下文? OpenGL中的2D点只是z值为'0'的3D点。要真正看待事物,就好像你在用2D绘图一样,你需要设置一个正确的投影矩阵。不相关:整个'glBegin/glEnd' API已弃用。 – pmr