我是使用python和PyOpengl的opengl的新手,我有一个问题,我正在使用一些图像渲染一个立方体并对其进行纹理处理,立方体有(面,背,右,左)问题是最后绘制的纹理与所有其他纹理重叠:


link to视频显示了该问题
我的代码:
import pygame
import sys
from OpenGL.GL import *
from OpenGL.GLU import *
import numpy as np
import sys
import cv2
pygame.init()
screen = pygame.display.set_mode(
(1024,1024),pygame.DOUBLEBUF|
pygame.OPENGL|pygame.OPENGLBLIT)
texture=None
def cube():
glBindTexture(GL_TEXTURE_2D, texture[0])
glBegin(GL_QUADS)
glTexCoord2f(0.0,0.0); glVertex3fv((-0.5,-0.5,1))
glTexCoord2f(1.0,0.0); glVertex3fv((0.5,-0.5,1))
glTexCoord2f(1.0,1.0); glVertex3fv((0.5,0.5,1))
glTexCoord2f(0.0,1.0); glVertex3fv((-0.5,0.5,1))
glEnd()
glBindTexture(GL_TEXTURE_2D, texture[1])
glBegin(GL_QUADS)
glTexCoord2f(0.0,0.0); glVertex3fv((-0.5,-0.5,-1))
glTexCoord2f(1.0,0.0); glVertex3fv((0.5,-0.5,-1))
glTexCoord2f(1.0,1.0); glVertex3fv((0.5,0.5,-1))
glTexCoord2f(0.0,1.0); glVertex3fv((-0.5,0.5,-1))
glEnd()
glBindTexture(GL_TEXTURE_2D, texture[2])
glBegin(GL_QUADS)
glTexCoord2f(0.0,0.0); glVertex3fv((0.5,-0.5,1))
glTexCoord2f(1.0,0.0); glVertex3fv((0.5,-0.5,-1))
glTexCoord2f(1.0,1.0); glVertex3fv((0.5,0.5,-1))
glTexCoord2f(0.0,1.0); glVertex3fv((0.5,0.5,1))
glEnd()
glBindTexture(GL_TEXTURE_2D, texture[3])
glBegin(GL_QUADS)
glTexCoord2f(0.0,0.0); glVertex3fv((-0.5,-0.5,1))
glTexCoord2f(1.0,0.0); glVertex3fv((-0.5,-0.5,-1))
glTexCoord2f(1.0,1.0); glVertex3fv((-0.5,0.5,-1))
glTexCoord2f(0.0,1.0); glVertex3fv((-0.5,0.5,1))
glEnd()
glFlush()
images=['src','shab','milan','raja']
def loadimgae():
global texture
texture = glGenTextures(len(images))
for i in range(len(images)):
im = cv2.imread(images[i]+'.jpg');
im=cv2.flip(im,0)
im=cv2.cvtColor(im,cv2.COLOR_BGR2RGB)
im=im.astype(np.float32)
glBindTexture(GL_TEXTURE_2D, texture[i])
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, im.shape[0], im.shape[1], 0, GL_RGB,
GL_UNSIGNED_BYTE, im)
def init():
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45, 1, 0.1, 100.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glTranslatef(0.0,0.0,-5.0)
glEnable(GL_TEXTURE_2D);
loadimgae()
init()
while True:
for e in pygame.event.get():
if e.type == pygame.QUIT:
pygame.quit()
sys.exit()
glClear(GL_COLOR_BUFFER_BIT|
GL_DEPTH_BUFFER_BIT)
glRotatef(1.0,0.0,1.0,0.0)
cube()
pygame.display.flip()
pygame.time.wait(10)我是个乞儿,也许我忘了写什么东西,你能帮帮我吗?
有人对此有解决方案吗?
感谢兄弟们:)
发布于 2021-07-08 12:33:04
您需要启用Depth Test。深度测试将新片段的深度与深度缓冲器中存储的深度进行比较。根据深度测试的结果丢弃碎片。默认深度函数为GL_LESS。因此,“背面”中的片段将被丢弃。
def init():
# [...]
glEnable(GL_DEPTH_TEST)https://stackoverflow.com/questions/68294754
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