因此,我正在完成一項家庭作業,並且設法創建了我的天空盒並且它看起來正確,唯一的問題是我的相機在天空盒之外。在我的天空盒內獲取相機
我試過命令gluLookAt的思想也許會把我的注意力集中到盒子裏,但它沒有奏效。這是我現在的代碼。如果有人可以讓我知道我在做什麼錯了,將不勝感激:
gluLookAt(
0,0,0,
0,0,0
0,1,0);
glPushMatrix();
//load identity matrix
glLoadIdentity();
//update x, y and z rotation directions
glRotatef(currentRotation[1], 1.0, 0.0, 0.0); //x rotation
glRotatef(currentRotation[2], 0.0, 1.0, 0.0); //y rotation
glRotatef(currentRotation[3], 0.0, 0.0, 1.0); //z rotation
/*
//update scale of display
glScalef(currentScaling[1],
currentScaling[2],
currentScaling[3]);*/
//translate the image
glTranslatef(currentTranslation[1],
currentTranslation[2],
currentTranslation[3]);
/* Clear buffers */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D); // Enable texturing from now on
//front quadrant
glBindTexture(GL_TEXTURE_2D,frontTextureId); // select which texture to use
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(1.0 ,0.0); glVertex3f(-0.5, 0.5, 0.5);
glTexCoord2f(0.0 ,0.0); glVertex3f(0.5, 0.5, 0.5);
glTexCoord2f(0.0 ,1.0); glVertex3f(0.5, 0.5, -0.5);
glTexCoord2f(1.0 ,1.0); glVertex3f(-0.5, 0.5, -0.5);
glEnd();
//left quadrant
glBindTexture(GL_TEXTURE_2D, leftTextureId);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-0.5, 0.5, -0.5);
glTexCoord2f(1.0, 1.0); glVertex3f(-0.5, -0.5, -0.5);
glTexCoord2f(1.0, 0.0); glVertex3f(-0.5, -0.5, 0.5);
glTexCoord2f(0.0, 0.0); glVertex3f(-0.5, 0.5, 0.5);
glEnd();
//back quadrant
glBindTexture(GL_TEXTURE_2D, backTextureId);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(1.0, 1.0); glVertex3f(0.5, -0.5, -0.5);
glTexCoord2f(1.0, 0.0); glVertex3f(0.5, -0.5, 0.5);
glTexCoord2f(0.0, 0.0); glVertex3f(-0.5, -0.5, 0.5);
glTexCoord2f(0.0, 1.0); glVertex3f(-0.5, -0.5, -0.5);
glEnd();
//right quadrant
glBindTexture(GL_TEXTURE_2D, rightTextureId);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(1.0, 1.0); glVertex3f(0.5, 0.5, -0.5);
glTexCoord2f(1.0, 0.0); glVertex3f(0.5, 0.5, 0.5);
glTexCoord2f(0.0, 0.0); glVertex3f(0.5, -0.5, 0.5);
glTexCoord2f(0.0, 1.0); glVertex3f(0.5, -0.5, -0.5);
glEnd();
//up quadrant
glBindTexture(GL_TEXTURE_2D, upTextureId);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(0.0, 0.0); glVertex3f(-0.5, -0.5, 0.5);
glTexCoord2f(1.0, 0.0); glVertex3f(-0.5, 0.5, 0.5);
glTexCoord2f(1.0, 1.0); glVertex3f(0.5, 0.5, 0.5);
glTexCoord2f(0.0, 1.0); glVertex3f(0.5, -0.5, 0.5);
glEnd();
//down quadrant
glBindTexture(GL_TEXTURE_2D, downTextureId);
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(0.0, 0.0); glVertex3f(-0.5, -0.5, -0.5);
glTexCoord2f(0.0, 1.0); glVertex3f(-0.5, 0.5, -0.5);
glTexCoord2f(1.0, 1.0); glVertex3f(0.5, 0.5, -0.5);
glTexCoord2f(1.0, 0.0); glVertex3f(0.5, -0.5, -0.5);
glEnd();
謝謝你的任何幫助,您可以提供!