2012-10-10 45 views
0

每當我嘗試使用我的glmxLoadPerspective函數時,都不顯示任何內容。但是,我的glmxLoadOrtho函數顯示正常。我的數學錯了嗎?相關的代碼(無關位進行刪節)所示:是我的觀點數學錯了嗎?

(APP_WIDTH = 1000,APP_HEIGHT = 1000)

用法:

glmxMatrix ortho; 
glmxGenMatrix(&ortho, GLMX_4X4); //This simply loads the identity matrix. 
glmxLoadPerspective(&ortho, 45.0f, APP_WIDTH/APP_HEIGHT, 1.0f, 10.0f); //Implementation below. 

glmxMatrix modelview; 
glmxGenMatrix(&modelview, GLMX_4X4); //Same as above. 

const GLfloat verts[] = { 
    //verts 
    100.0f, 100.0f, -3.0f, 1.0f, 
    200.0f, 200.0f, -3.0f, 1.0f, 
    100.0f, 200.0f, -3.0f, 1.0f, 
    200.0f, 100.0f, -3.0f, 1.0f, 
    //colors 
    1.0f, 0.3f, 0.4f, 0.5f, 
    0.5f, 0.1f, 0.4f, 0.3f, 
    0.0f, 1.0f, 0.5f, 0.6f, 
    0.0f, 1.0f, 0.5f, 0.6f, 
}; 

glmxMultMatrix(&ortho, &modelview); 

截FUNC:

glmxvoid glmxLoadFrustrum(glmxMatrix* matrix, glmxfloat left, glmxfloat right, glmxfloat bottom, 
    glmxfloat top, glmxfloat near, glmxfloat far){ 
if(matrix -> mx_type != GLMX_4X4){GLMX_ERROR = GLMX_NOT_4X4; return;} 
matrix -> mx_data[0] = (2.0f * near)/(right - left); 
matrix -> mx_data[1] = 0.0f; 
matrix -> mx_data[2] = 0.0f; 
matrix -> mx_data[3] = 0.0f; 
matrix -> mx_data[4] = 0.0f; 
matrix -> mx_data[5] = (2.0f * near)/(top - bottom); 
matrix -> mx_data[6] = 0.0f; 
matrix -> mx_data[7] = 0.0f; 
matrix -> mx_data[8] = (right + left)/(right - left); 
matrix -> mx_data[9] = (top + bottom)/(top - bottom); 
matrix -> mx_data[10] = (-far - near)/(far - near); 
matrix -> mx_data[11] = -1.0f; 
matrix -> mx_data[12] = 0.0f; 
matrix -> mx_data[13] = 0.0f; 
matrix -> mx_data[14] = -(2.0f * near) * far/(far - near); 
matrix -> mx_data[15] = 0.0f; 
} 

視角FUNC:

glmxvoid glmxLoadPerspective(glmxMatrix* matrix, glmxfloat fovy, glmxfloat aspect, glmxfloat near, 
    glmxfloat far){ 
glmxfloat ymax = near * tanf(fovy * GLMX_PI/360.0f), xmax = ymax * aspect; 
glmxLoadFrustrum(matrix, -xmax, xmax, -ymax, ymax, near, far); 
} 

回答

0

就我所見,你在第3列中放置了x,y不對稱偏移量(8和9),這意味着它們與z相乘。我相信8,9應該移到12和13.