在我使用freeglut的openGL程序中,屏幕完全被这段代码磨白了:
glBegin(GL_QUADS);
glPushMatrix();
glVertex3f(trackRadius*cos((double)x), trackHeight*sin(trackNumberOfHills*x), trackRadius*sin(x));
glVertex3f((trackRadius+1)*cos((double)x), trackHeight*sin(trackNumberOfHills*x), (trackRadius+1)*sin(x));
glVertex3f(trackRadius*cos((double)x+(0.005)), trackHeight*sin(trackNumberOfHills*(x+0.005)), trackRadius*sin(x+0.005));
glVertex3f((trackRadius+1)*cos((double)x+0.005), trackHeight*sin(trackNumberOfHills*(x+0.005)), (trackRadius+1)*sin(x+0.005));
glPopMatrix();
glEnd();以上代码用于显示两条铁轨之间的线路,这些线路在删除上述代码时生成并显示得很好。卡丁车也显示得很好。
我已经发现,如果删除glPushMatrix();和glPopMatrix(),一切都会显示得很好,但是我需要矩阵推送/弹出行,不是吗?
编辑1:这是我调用的完整代码,用于在Track.cpp类中显示我的轨道,这个类是从我的主要过剩.cpp调用的。
void Track::RenderTrack()
{
double x=-3.14;
glNewList(1, GL_COMPILE); // create sphere display list for Object 1
glutSolidSphere(0.1,20,20);
glEndList();
glNewList(2, GL_COMPILE);
for (x; x<3.14;x= x+.005)
{
//first track
glPushMatrix();
glColor3f(1.0,0.0,0.0);
glTranslatef(trackRadius*cos((double)x),trackHeight * sin((double)trackNumberOfHills*x),trackRadius*sin((double)x));
glCallList(1);
glPopMatrix();
//Second track
glPushMatrix();
glColor3f(0.0,1.0,0.0);
glTranslatef((trackRadius+1)*cos(x),trackHeight * sin(trackNumberOfHills*x),(trackRadius+1)*sin(x));
glCallList(1);
glPopMatrix();
//Track Insides
glBegin(GL_QUADS);
glPushMatrix();
glVertex3f(trackRadius*cos((double)x), trackHeight*sin(trackNumberOfHills*x), trackRadius*sin(x));
glVertex3f((trackRadius+1)*cos((double)x), trackHeight*sin(trackNumberOfHills*x), (trackRadius+1)*sin(x));
glVertex3f(trackRadius*cos((double)x+(0.005)), trackHeight*sin(trackNumberOfHills*(x+0.005)), trackRadius*sin(x+0.005));
glVertex3f((trackRadius+1)*cos((double)x+0.005), trackHeight*sin(trackNumberOfHills*(x+0.005)), (trackRadius+1)*sin(x+0.005));
glPopMatrix();
glEnd();
}
glEndList();
glCallList(2); // call the list to draw it
}发布于 2014-03-07 20:57:22
来自opengl文档:
在glBegin和glEnd之间只能使用GL命令的子集。命令有glVertex、glColor、glSecondaryColor、glIndex、glNormal、glFogCoord、glTexCoord、glMultiTexCoord、glVertexAttrib、glEvalCoord、glEvalPoint、glArrayElement、glMaterial和glEdgeFlag。此外,使用glCallList或glCallLists来执行仅包含前面命令的显示列表也是可以接受的。如果在glBegin和glEnd之间执行任何其他GL命令,则设置错误标志并忽略该命令。
glPushMatrix和glPopMatrix不在此列表中,因此您的代码将被忽略。
您可以将它们放在glBegin / glEnd块之外。
https://stackoverflow.com/questions/22260469
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