我想要解決的任務很簡單:加載一個紋理化的OBJ文件並顯示它,使其佔用最大量的圖像空間。只要照相機向下看z軸的負方向而y軸是向上向量,就不需要旋轉網格。我正在使用pyglet來做到這一點。爲了將相機設置到所需的位置,我正在做以下操作(代碼見下面):計算網格的邊界球體,網格的邊界球體由網格中心定義,半徑爲離最遠的點中心。然後我按照例如的說明來計算平截頭體here,並據此設置正交投影。然後,我使用gluLookAt
來更新modelviewmatrix,如下所示:攝像機位於正z軸上,朝向網格中心,y軸是向上矢量。爲什麼我的渲染圖像沒有顯示我期望看到使用gluLookAt的視圖?
問題是我的渲染圖像看起來並不像我期望的那樣,例如,網格的中心不在圖像的中心,如下圖所示。圖像顯示邊界框和源自計算的網格中心的座標軸(紅色:x軸,綠色:y軸,藍色:z軸)。
來設置相機的代碼是:
# get the bounding sphere
center, radius = self._mesh.compute_bounding_sphere()
diam = radius*2.0
print 'center:'
print center
print 'radius: %f' % radius
# set up near and far clipping plane
z_near = 1.0
z_far = z_near + diam
# construct params for orthographic projection matrix
left = center[0] - radius
right = center[0] + radius
bottom = center[1] - radius
top = center[1] + radius
# if we are not rendering a square image, must correct for aspect ratio
aspect_ratio = float(self.width)/float(self.height)
if aspect_ratio < 1.0:
bottom /= aspect_ratio
top /= aspect_ratio
else:
left *= aspect_ratio
right *= aspect_ratio
print 'znear %f, zfar %f' % (z_near, z_far)
print 'left %f, right %f' % (left, right)
print 'bottom %f, top %f' % (bottom, top)
# specify a parallel projection with clipping planes as computed above
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(left, right, bottom, top, z_near, z_far)
# gluPerspective(50.0, aspect_ratio, z_near, z_far)
# construct a viewing transform as follows: we look at the center of the mesh, the eye is located on the
# positive z-axis, and the 3D y-axis is the up-vector, i.e. it will be mapped to the y-axis in image space.
eye = center[2] + radius
print 'eye:'
print eye
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gluLookAt(0.0, 0.0, eye, center[0], center[1], center[2], 0.0, 1.0, 0.0)
它打印
center:
[ 8.51203675 -1.95199815 0.35396978]
radius: 10.462382
znear 1.000000, zfar 21.924764
left -1.950345, right 18.974419
bottom -12.414380, top 8.510384
eye:
10.8163515441
你能不能幫我鑑定一下我做錯了嗎?