2010-07-22 43 views
0

我不知道,如果它被稱爲圖形神器,但看到這一點: http://img835.imageshack.us/img835/9785/anomoly.pngOpenGL的圖形工件?

你會發現在黑色輪廓是不合時宜的6個像素。

我的應用程序可以在縮放,當我使我這樣做:

渲染:

// Set an orthogonal projection matrix 
    glMatrixMode(GL_PROJECTION); 
    glLoadIdentity(); 
    glOrtho(GetCameraX() - ((float)controls.MainGlFrame.Dimensions.x) * scene[current.currentScene].camera.ScaleFactor 
     /2, GetCameraX() + ((float)controls.MainGlFrame.Dimensions.x) * scene[current.currentScene].camera.ScaleFactor/2, 
     GetCameraY() - ((float)controls.MainGlFrame.Dimensions.y) * scene[current.currentScene].camera.ScaleFactor/2, 
     GetCameraY() + ((float)controls.MainGlFrame.Dimensions.y) * scene[current.currentScene].camera.ScaleFactor/2, 
     -1.0f, 1.0f); 

    // Set the model matrix as the current matrix 
    glMatrixMode(GL_MODELVIEW); 
    glLoadIdentity(); 


    hdc = BeginPaint(controls.MainGlContext.mhWnd,&ps); 


    //start OGL code 

相機結構是這樣的:

struct SceneCam { 
    double x; 
    double y; 
    double tempX; 
    double tempY; 
    double ScaleFactor; 

}; 

我懷疑這可能是問題因爲我用來做的只是設置一個左上角的座標系和GlTranslate我所有的幾何圖形,但我認爲這樣做更合適。文物是隨機的,很少發生,但我仍然想擺脫它們。

感謝

Render: 
void CGlEngine::RenderShapes() 
{ 





    // Set an orthogonal projection matrix 
    glMatrixMode(GL_PROJECTION); 
    glLoadIdentity(); 
    glOrtho(GetCameraX() - ((float)controls.MainGlFrame.Dimensions.x) * scene[current.currentScene].camera.ScaleFactor 
     /2, GetCameraX() + ((float)controls.MainGlFrame.Dimensions.x) * scene[current.currentScene].camera.ScaleFactor/2, 
     GetCameraY() - ((float)controls.MainGlFrame.Dimensions.y) * scene[current.currentScene].camera.ScaleFactor/2, 
     GetCameraY() + ((float)controls.MainGlFrame.Dimensions.y) * scene[current.currentScene].camera.ScaleFactor/2, 
     -1.0f, 1.0f); 

    // Set the model matrix as the current matrix 
    glMatrixMode(GL_MODELVIEW); 
    glLoadIdentity(); 


    hdc = BeginPaint(controls.MainGlContext.mhWnd,&ps); 


    //start OGL code 


    glClear(GL_COLOR_BUFFER_BIT); 






for(unsigned int currentlayer = 0; currentlayer < scene[current.currentScene].layer.size(); ++currentlayer) 
{ 

    for(unsigned int i = 0; i < scene[current.currentScene].layer[currentlayer].Shapes.size(); i++) 
    { 

     //render shape here 
     scene[current.currentScene].layer[currentlayer].Shapes[i].Render(); 



    } 

} 

for(int i = 0; i < TempBuffers.size(); ++i) 
{ 
    if(scene[current.currentScene].layer[TempBuffers[i].layer].Shapes[TempBuffers[i].shape].Contour[0].DrawingPoints.size() > 1) 
    { 


    glColor3f(0,0,0); 
    glBindBufferARB(GL_ARRAY_BUFFER_ARB,controls.MainGlFrame.BufferVBO); 
    glBufferDataARB(GL_ARRAY_BUFFER_ARB,sizeof(GLdouble) * scene[current.currentScene].layer[TempBuffers[i].layer].Shapes[TempBuffers[i].shape].Contour[0].DrawingPoints.size() * 2 
     ,(GLdouble*)(&scene[current.currentScene].layer[TempBuffers[i].layer].Shapes[TempBuffers[i].shape].Contour[0].DrawingPoints[0]),GL_STATIC_COPY); 


     glEnableClientState(GL_VERTEX_ARRAY); 

    glBindBufferARB(GL_ARRAY_BUFFER_ARB, controls.MainGlFrame.BufferVBO); 
    glVertexPointer(2, GL_DOUBLE, 0, (char *) NULL);  // Set The Vertex Pointer To The Vertex Buffer 

    if(scene[current.currentScene].layer[TempBuffers[i].layer].Shapes[TempBuffers[i].shape].connected) 
    { 
      glDrawArrays(GL_LINE_LOOP, 0, scene[current.currentScene].layer[TempBuffers[i].layer].Shapes[TempBuffers[i].shape].Contour[0].DrawingPoints.size()); 
    } 
    else 
    { 
     glDrawArrays(GL_LINE_STRIP, 0, scene[current.currentScene].layer[TempBuffers[i].layer].Shapes[TempBuffers[i].shape].Contour[0].DrawingPoints.size()); 

    } 

    glColor3f(1,0.5,0.5); 
    //glDrawArrays(GL_POINTS, 0, layer[TempBuffers[i].layer].Shapes[TempBuffers[i].shape].Contour[0].DrawingPoints.size()); 

    glDisableClientState(GL_VERTEX_ARRAY); 

    glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); 
    } 
} 
/* 
    glColor3f(0,0,0); 
    glLineWidth(2); 
    */ 
/* 
    if (ObjectBuffer.Contour[0].UserPoints.size() > 0) 
    { 

     glBegin(GL_LINES); 
     for(unsigned int i = 0; i < ObjectBuffer.Contour[0].DrawingPoints.size() - 1; ++i) 
     { 
      glVertex2d(ObjectBuffer.Contour[0].UserPoints[i].UserPoint.x,ObjectBuffer.Contour[0].UserPoints[i].UserPoint.y); 
      glVertex2d(ObjectBuffer.Contour[0].UserPoints[i + 1].UserPoint.x,ObjectBuffer.Contour[0].UserPoints[i + 1].UserPoint.y); 
     } 
     glEnd(); 
    } 
*/ 



    //end OGL code 
    glFlush(); 
    Sleep(1); 

    SwapBuffers(hdc); 



    EndPaint(controls.MainGlContext.mhWnd,&ps); 


} 

調整大小:

void CGlFrame::resize(HWND mainWindow,CGlContext *context, float rightRemainder) 
{ 
    RECT clientRect; 
    GetClientRect(mainWindow,&clientRect); 

if(!hasstarted) 
{ 
    context->killOGL(); 
    context->init(framehWnd, 
     context->format); 
    hasstarted = true; 
    //Generate a VBO 
    glGenBuffersARB(1,&BufferVBO); 

} 



SetWindowPos(framehWnd,NULL,toolWidth,tabHeight, 
      (static_cast<int>(((clientRect.right - clientRect.left) - toolWidth) - rightRemainder)) + toolWidth, 
      (static_cast<int>((clientRect.bottom - clientRect.top) - tabHeight - paramHeight)) ,NULL); 



int width; 
int height; 
RECT newwin; 
GetClientRect(framehWnd,&newwin); 
width = newwin.right - newwin.left; 
height = newwin.bottom - newwin.top; 

Dimensions.x = width; 
Dimensions.y = height; 
glViewport(0, 0, width, height); 




glShadeModel(GL_SMOOTH); 
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST); 
glEnable(GL_POLYGON_SMOOTH); 
glEnable(GL_LINE_SMOOTH); 
glEnable(GL_CULL_FACE); 
glCullFace(GL_BACK); 
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); 

glEnable(GL_MULTISAMPLE_ARB); 
glEnable(GL_BLEND); 
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 
glClearColor(1.0f, 1.0f, 1.0f, 0.0f); 
glLineWidth(2); 
glPointSize(5); 

} 

形狀呈現:

void CGlShape::Render() 
{ 
    if(!render) 
    { 
     return; 
    } 
glColor4f(MainShapeColor.r,MainShapeColor.g,MainShapeColor.b,MainShapeColor.a); 
if(Gradient.active) 
{ 
    glEnable(GL_TEXTURE_2D); 
    glBindTexture(GL_TEXTURE_2D,Gradient.TextureId); 
} 
glEnableClientState(GL_VERTEX_ARRAY); 
glEnableClientState(GL_TEXTURE_COORD_ARRAY); 


glBindBufferARB(GL_ARRAY_BUFFER_ARB, ObjectVBOInt); 
glVertexPointer(2, GL_FLOAT, 0, (char *) NULL);  // Set The Vertex Pointer To The Vertex Buffer 
glBindBufferARB(GL_ARRAY_BUFFER_ARB, TextureCoordsVBOInt); 
glTexCoordPointer(2, GL_FLOAT, 0, (char *) NULL);  // Set The Vertex Pointer To The Vertex Buffer 


glDrawArrays(GL_TRIANGLES, 0, ObjectVBOCount); 

glDisableClientState(GL_TEXTURE_COORD_ARRAY); 

glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); 
glDisable(GL_TEXTURE_2D); 

for(int i = 0; i < Contour.size(); ++i) 
{ 
    glColor4f(Contour[i].Outline.OutlineColor.r, 
     Contour[i].Outline.OutlineColor.g, 
     Contour[i].Outline.OutlineColor.b, 
     Contour[i].Outline.OutlineColor.a); 

glBindBufferARB(GL_ARRAY_BUFFER_ARB, Contour[i].Outline.OutlineVBO); 
glVertexPointer(2, GL_FLOAT, 0, (char *) NULL);  // Set The Vertex Pointer To The Vertex Buffer 
glDrawArrays(GL_TRIANGLES, 0, Contour[i].Outline.OutlineSize); 
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); 
} 
glDisableClientState(GL_VERTEX_ARRAY); 


} 

編輯

我成功向S通過0.00001的gltranslation渲染輪廓兩次。這有效,但導致透支,我希望我有更好的解決方案。

回答

2

考慮到它們的位置(正確的地方是兩個三角形互相碰撞),我猜想這是一個簡單的浮點舍入問題,所以兩個對象不會完全相互「撞擊」。

根據猜測,將黑色部分繪製爲幾個GL_TRIANGLE_STRIP而不是個人GL_TRIANGLES將有很好的解決問題的機會(同時也可以提高性能,因爲它減少了頂點的數量需要給它)。