我剛剛開始使用freeglut和glew,讓它運行對我來說已經很難了。所以現在我開始用快速編寫的教程進行編碼,並且我有一個正方形顯示工作正常。現在我已經到了想用方向鍵移動方塊的地步。Freeglut glew glutIdleFunc cause lag
從插入glutIdleFunc的時候開始,它開始滯後。我無法移動窗口或點擊其他任何內容大約一分鐘。如果我嘗試拖動窗戶,那麼在大約2分鐘後它會移動。
我試着用下面的代碼這樣做:
#include <GL/glew.h>
#include <GL/glut.h>
bool* keyStates = new bool[256];
float positionX = 0;
void renderPrimitive (void)
{
glBegin(GL_QUADS);
glVertex3f(-1.0f, -1.0f, 0.0f); // The bottom left corner
glVertex3f(-1.0f, 1.0f, 0.0f); // The top left corner
glVertex3f(1.0f, 1.0f, 0.0f); // The top right corner
glVertex3f(1.0f, -1.0f, 0.0f); // The bottom right corner
glEnd();
}
void keySpecial (int key, int x, int y)
{
if (keyStates[GLUT_KEY_RIGHT])
{
positionX++;
}
}
void display (void)
{
glClearColor(1.0f, 0.0f, 0.0f, 1.0f); // Clear the background of our window to red
glClear(GL_COLOR_BUFFER_BIT); //Clear the colour buffer (more buffers later on)
glLoadIdentity(); // Load the Identity Matrix to reset our drawing locations
glTranslatef(0.0f, 0.0f, -5.0f);
renderPrimitive();
glFlush(); // Flush the OpenGL buffers to the window
}
void reshape (int width, int height)
{
glViewport(0, 0, (GLsizei)width, (GLsizei)height); // Set our viewport to the size of our window
glMatrixMode(GL_PROJECTION); // Switch to the projection matrix so that we can manipulate how our scene is viewed
glLoadIdentity(); // Reset the projection matrix to the identity matrix so that we don't get any artifacts (cleaning up)
gluPerspective(60, (GLfloat)width/(GLfloat)height, 1.0, 100.0); // Set the Field of view angle (in degrees), the aspect ratio of our window, and the new and far planes
glMatrixMode(GL_MODELVIEW); // Switch back to the model view matrix, so that we can start drawing shapes correctly
}
void keyPressed (unsigned char key, int x, int y)
{
keyStates[key] = true; // Set the state of the current key to pressed
}
void keyUp (unsigned char key, int x, int y)
{
keyStates[key] = false; // Set the state of the current key to not pressed
}
int main (int argc, char **argv)
{
glutInit(&argc, argv); // Initialize GLUT
glutInitDisplayMode (GLUT_SINGLE); // Set up a basic display buffer (only single buffered for now)
glutInitWindowSize (500, 500); // Set the width and height of the window
glutInitWindowPosition (100, 100); // Set the position of the window
glutCreateWindow ("Your first OpenGL Window"); // Set the title for the window
glutDisplayFunc(display); // Tell GLUT to use the method "display" for rendering
glutReshapeFunc(reshape); // Tell GLUT to use the method "reshape" for reshaping
glutIdleFunc(display);
glutKeyboardFunc(keyPressed); // Tell GLUT to use the method "keyPressed" for key presses
glutKeyboardUpFunc(keyUp); // Tell GLUT to use the method "keyUp" for key up events
glutSpecialFunc(keySpecial);
glutMainLoop(); // Enter GLUT's main loop
}
我不希望這是一個硬件問題,因爲我的電腦能玩大型遊戲。
'bool * keyStates = new bool [256];'這是一個在全局範圍內做的有效事情,考慮如何銷燬這個數組的問題?即使是這樣,你有什麼可能的原因,而不是創建一個靜態數組(例如'bool keyStates [256];')?此外,不要使用單緩衝渲染,如果您打算在混合GPU解決方案或合成窗口管理器上運行它(例如,Windows Vista/7中的Aero,Linux中的compiz或OS X中的Quartz),它只會使您的生活更加困難。 。 –
'bool * keyStates = new bool [256];'來自[link](http://www.swiftless.com/tutorials/opengl/keyboard.html)教程。感謝您的建議,但 – Shishi
,而不是單緩衝渲染我應該使用什麼? – Shishi