4
我爲ASCII STL格式寫了一個簡單的解析器。當我嘗試呈現與所提供的法線三角形,生成的對象是缺少許多面孔:顯示STL數據時丟失面孔
這是應該的樣子:
我已經嘗試過:
- 明確禁用背面剔除(雖然它本來不應該是活躍的)
- 保證深度緩衝區被啓用
這裏是其再現誤差的最小樣品的程序:
#include <SDL2/SDL.h>
#include <SDL2/SDL_main.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_opengl.h>
int main(int argc, char **argv) {
SDL_Init(SDL_INIT_VIDEO);
int screen_w=1280,screen_h=720;
SDL_Window * win = SDL_CreateWindow("test", 20, 20, screen_w, screen_h,
SDL_WINDOW_OPENGL);
SDL_GLContext glcontext = SDL_GL_CreateContext(win);
STLParser stlparser;
std::ifstream file(".\\logo.stl");
stlparser.parseAscii(file);
const auto& ndata = stlparser.getNData();
const auto& vdata = stlparser.getVData();
std::cout << "number of facets: " << ndata.size() << std::endl;
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
glMatrixMode(GL_PROJECTION | GL_MODELVIEW);
glLoadIdentity();
glScalef(1.f, -1.f, 1.f);
glOrtho(0, screen_w, 0, screen_h, -screen_w, screen_w);
glClearDepth(1.0f);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glNormalPointer(GL_FLOAT, 0, ndata.data());
glVertexPointer(3, GL_FLOAT, 0, vdata.data());
SDL_Event event;
bool quit = false;
while (!quit) {
while (SDL_PollEvent(&event))
switch(event.type) {
case SDL_QUIT: quit = true; break;
}
;
// Drawing
glClearColor(255,255,255,255);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glTranslatef(screen_w/2,0,0);
glRotatef(0.5,0,1,0);
glTranslatef(-screen_w/2,0,0);
glPushMatrix();
glTranslatef(screen_w/2,screen_h/2,0);
glColor3f(0.5,0.5,0);
glDrawArrays(GL_TRIANGLES, 0, vdata.size());
glPopMatrix();
SDL_GL_SwapWindow(win);
SDL_Delay(10);
}
SDL_DestroyWindow(win);
SDL_Quit();
return 0;
}
的STLParser方法getNData()
和getVData()
具有以下特徵:
const std::vector<std::array<float,3>>& getNData() const;
const std::vector<std::array<std::array<float,3>,3>>& getVData() const;
STLParser輸出應該是正確的,但如果需要,我也可以提供源代碼。
我在做什麼錯?
「stlparser輸出應該是正確的」。是嗎? – Robinson
@Robinson是的,我甚至在嘗試渲染數據之前就測試過它。儘管謝謝! – TheBender