我想在Java中使用OpenGL(LWJGL)複製MineCraft。我面臨的問題是,我的二維覆蓋物(瞄準中間,菜單等...)的一切都是白色的。遊戲的3D部分效果很好:每個立方體的每邊都有紋理。如我所說,當我試圖繪製覆蓋圖時,每個紋理都是白色的,但是我可以看到它的形狀(因爲它具有透明區域)。我會添加一張照片。OpenGL:2D覆蓋白色的3D場景
(這應該是庫存)
正如你所看到的,覆蓋完全是白色。它應該是這樣的:
我已經在尋找小時在網上。似乎無法找到解決方案。
這讓我瘋狂......我已經在尋找如何在3D場景上創建2D疊加的說明,但它們也沒有幫助。所以我雖然,我會給StackOverflow一個嘗試。
希望有人能幫助我? 感謝您閱讀我的問題和(希望來的)答案!
的Martijn
下面是代碼:
正在初始化的OpenGL
public void initOpenGL() throws IOException
{
// init OpenGL
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 800, 600, 0, 1, 300);
glMatrixMode(GL_MODELVIEW);
float color = 0.9f;
glClearColor(color, color, color, color);
glEnable(GL_TEXTURE_2D);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_CULL_FACE);
glEnable(GL_FOG);
glFog(GL_FOG_COLOR, MineCraft.wrapDirect(color, color, color, 1.0f));
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, _configuration.getViewingDistance() * 0.8f);
glFogf(GL_FOG_END, _configuration.getViewingDistance());
glFogi(NVFogDistance.GL_FOG_DISTANCE_MODE_NV, NVFogDistance.GL_EYE_RADIAL_NV);
glHint(GL_FOG_HINT, GL_NICEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
配置矩陣用於繪製覆蓋(出靈感,我從字面上複製所有的OpenGL調用對於來自BlockMania(另一個開源MineCraft副本)的這種方法,其效果很好)
public void renderOverlay()
{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
GLU.gluOrtho2D(0, conf.getWidth(), conf.getHeight(), 0);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_COLOR_MATERIAL);
glPushMatrix();
glLoadIdentity();
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/** RENDER **/
if (_activatedInventory != null)
{
_activatedInventory.renderInventory();
}
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
繪製本身的質感:
public void renderInventory()
{
Configuration conf = Game.getInstance().getConfiguration();
glTranslatef(conf.getWidth()/2.0f, conf.getHeight()/2.0f, 0.0f);
glEnable(GL_TEXTURE_2D);
Texture tex = TextureStorage.getTexture("gui.inventory");
tex.bind(); // newdawn.slick (same library for my whole program, so this works)
float hw = 170; // half width
float hh = 163; // half height
Vector2f _texPosUpLeft = new Vector2f(3, 0);
Vector2f _texPosDownRight = new Vector2f(_texPosUpLeft.x + hw, _texPosUpLeft.y + hh);
_texPosUpLeft.x /= tex.getTextureWidth();
_texPosUpLeft.y /= tex.getTextureHeight();
_texPosDownRight.x /= tex.getTextureWidth();
_texPosDownRight.y /= tex.getTextureHeight();
glColor3f(1, 1, 1); // Changes this doesn't make any effect
glBegin(GL_QUADS);
glTexCoord2f(_texPosUpLeft.x, _texPosUpLeft.y);
glVertex2f(-hw, -hh);
glTexCoord2f(_texPosDownRight.x, _texPosUpLeft.y);
glVertex2f(hw, -hh);
glTexCoord2f(_texPosDownRight.x, _texPosDownRight.y);
glVertex2f(hw, hh);
glTexCoord2f(_texPosUpLeft.x, _texPosDownRight.y);
glVertex2f(-hw, hh);
glEnd();
}
(我使用的紋理包是CUBISM1.00)
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