2011-12-19 29 views
0

我想显示从 - ( - 50,-50,-50)延伸至(50,50,50)的盒子的五面(仅显示顶面)。我的立体绘图功能如下:为什么我的立方体的边不显示?

void drawRectangularPrism(Coordinate corner, Coordinate dimensions) 
{ 
    glPushMatrix(); 
    glBegin(GL_QUADS); 
    // back face 
    glNormal3f(0, 0, 1); 
    glVertex3f(corner.x, corner.y, corner.z); 
    glVertex3f(corner.x + dimensions.x, corner.y, corner.z); 
    glVertex3f(corner.x + dimensions.x, corner.y + dimensions.y, corner.z); 
    glVertex3f(corner.x, corner.y + dimensions.y, corner.z); 
    // bottom face 
    glNormal3f(0, 1, 0); 
    glVertex3f(corner.x, corner.y, corner.z); 
    glVertex3f(corner.x, corner.y, corner.z + dimensions.z); 
    glVertex3f(corner.x + dimensions.x, corner.y, corner.z + dimensions.z); 
    glVertex3f(corner.x + dimensions.x, corner.y, corner.z); 
    // top face 
    glNormal3f(0, -1, 0); 
    glVertex3f(corner.x, corner.y + dimensions.y, corner.z); 
    glVertex3f(corner.x, corner.y + dimensions.y, corner.z + dimensions.z); 
    glVertex3f(corner.x + dimensions.x, corner.y + dimensions.y, corner.z + dimensions.z); 
    glVertex3f(corner.x + dimensions.x, corner.y + dimensions.y, corner.z); 
    // right face 
    glNormal3f(-1, 0, 0); 
    glVertex3f(corner.x + dimensions.x, corner.y, corner.z); 
    glVertex3f(corner.x + dimensions.x, corner.y, corner.z + dimensions.z); 
    glVertex3f(corner.x + dimensions.x, corner.y + dimensions.y, corner.z + dimensions.z); 
    glVertex3f(corner.x + dimensions.x, corner.y + dimensions.y, corner.z); 
    // left face 
    glNormal3f(1, 0, 0); 
    glVertex3f(corner.x, corner.y, corner.z); 
    glVertex3f(corner.x, corner.y, corner.z + dimensions.z); 
    glVertex3f(corner.x, corner.y + dimensions.y, corner.z + dimensions.z); 
    glVertex3f(corner.x, corner.y + dimensions.y, corner.z); 
    glEnd(); 
    glPopMatrix(); 
} 

而如果它是有用的,这里是我的功能,设置了OpenGL渲染:

void init() 
{ 
    glClearColor(1.0, 1.0, 1.0, 1.0); // Clear the background of our window to white 
    GLfloat specular[] = {1.0, 1.0, 1.0, 1.0}, shininess[] = {50.0}, emission[] = {0.0, 0.0, 0.0, 1.0}, 
     lightPosition[] = {1.0, 1.0, 1.0, 0.0}, lightAmbient[] = {0.0, 0.0, 0.0, 1.0}, 
     lightDiffuse[] = {1.0, 1.0, 1.0, 1.0}, lightSpecular[] = {1.0, 1.0, 0.0, 1.0}; 
    glShadeModel(GL_SMOOTH); 
    glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); 
    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular); 
    glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shininess); 
    glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emission); 
    glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); 
    glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); 
    glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); 
    glLightfv(GL_LIGHT0, GL_SPECULAR, lightSpecular); 
    glEnable(GL_LIGHT0); 

    //glEnable(GL_DEPTH_TEST); // makes objects overlap correctly/or not?! 
    glEnable(GL_LIGHTING); 
    glEnable(GL_COLOR_MATERIAL); 
    glEnable(GL_CULL_FACE); // makes it faster?! 
} 

最终结果:

well something's wrong!

为什么不显示立方体的顶部和左侧?

+0

您是否尝试过单独绘制每一面以确定哪一面未按照您的预期绘制? –

+0

@DavidBrown你是什么意思?通过评论所有的一方,看看它是否真的没有被绘制?那么是的,事实证明,单独绘制时,每个单面都仍然被绘制,除了左面和上面。 – wrongusername

回答

3

上/下,左/右脸上对只有一个偏移,这表明你的避风港”变化不考虑顶点缠绕顺序。先看glFrontFace

0

您的股四头肌最有可能淘汰掉的

glEnable(GL_CULL_FACE); 

删除它,它应该工作