當我試圖將座標系統的座標軸渲染到場景中時,我當前正面臨一些透視問題。對於這些軸,我繪製了三條穿過我的3D立方體中心的正交線。 這個問題很難解釋,所以我想最有說服力的方式就是發表一些圖片。OpenGL中的3D座標系統的透視問題
1)上的整個場景視圖:click here
2)鑑於放大上的座標系的原點:click here
3)當我在一個很小的點點放大進一步,兩個軸消失,另一個似乎由於某種原因被移位:click here
爲什麼會發生這種情況,我該如何預防它?
我的模型視圖和投影矩陣看以下幾點:
// Set ProjectionMatrix
projectionMatrix = glm::perspective(90.0f, (GLfloat)width/(GLfloat) height, 0.0001f, 1000.f);
glBindBuffer(GL_UNIFORM_BUFFER, globalMatricesUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), glm::value_ptr(projectionMatrix));
glBindBuffer(GL_UNIFORM_BUFFER, 0);
// Set ModelViewMatrix
glm::mat4 identity = glm::mat4(1.0); // Start with the identity as the transformation matrix
glm::mat4 pointTranslateZ = glm::translate(identity, glm::vec3(0.0f, 0.0f, -translate_z)); // Zoom in or out by translating in z-direction based on user input
glm::mat4 viewRotateX = glm::rotate(pointTranslateZ, rotate_x, glm::vec3(1.0f, 0.0f, 0.0f)); // Rotate the whole szene in x-direction based on user input
glm::mat4 viewRotateY = glm::rotate(viewRotateX, rotate_y, glm::vec3(0.0f, 1.0f, 0.0f)); // Rotate the whole szene in y-direction based on user input
glm::mat4 pointRotateX = glm::rotate(viewRotateY, -90.0f, glm::vec3(1.0f, 0.0f, 0.0f)); // Rotate the camera by 90 degrees in negative x-direction to get a frontal look on the szene
glm::mat4 viewTranslate = glm::translate(pointRotateX, glm::vec3(-dimensionX/2.0f, -dimensionY/2.0f, -dimensionZ/2.0f)); // Translate the origin to be the center of the cube
Frustrum撲殺? – Alexander
這將解釋爲什麼2軸消失,對吧?但是當我放大一點點時,爲什麼第三張圖像中的另一張會完全移位? – Schnigges
也許它的一部分被渲染,並且你看到由於接近而導致的運動不自然。 – Alexander