したがって、3D 三角形を作成すると、以下に示すように面が欠けてしまいます (クワッドを使用)。どのような形状でも、面を見逃すと、まっすぐに見ることができます (OpenGL と GLFW の両方を使用するのは初めてです)。
形状コードはチュートリアルからのもので、多くの形状コードを試してそれが問題であるかどうかを確認しましたが、そうではないようです。
#include <glfw3.h>
#include <stdio.h>
#include <iostream>
using namespace std;
/* Begin Void prototyping */
void error_callback(int error, const char* description);
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
int main(void)
{
GLFWwindow* window;
/* Initializes error call-backs */
glfwSetErrorCallback(error_callback);
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL); // fullscreen glfwGetPrimaryMonitor() (first NULL)
if (!window)
{
glfwTerminate();
return -1;
}
/* Makes OpenGL context current */
glfwMakeContextCurrent(window);
/* Make the window's context current */
glfwMakeContextCurrent(window);
/* Receives input events */
glfwSetKeyCallback(window, key_callback);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window))
{
/* Render here */
float ratio;
int width, height;
glfwGetFramebufferSize(window, &width, &height);
ratio = width / (float) height;
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-ratio, ratio, -1.f, 1.f, 1.f, -1.f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef((float) glfwGetTime() * 50.f, 0.f, 0.f, 1.f);
glBegin(GL_TRIANGLES); // Start Drawing A Triangle
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Front)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f(-1.0f,-1.0f, 1.0f); // Left Of Triangle (Front)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f( 1.0f,-1.0f, 1.0f); // Right Of Triangle (Front)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Right)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f( 1.0f,-1.0f, 1.0f); // Left Of Triangle (Right)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f( 1.0f,-1.0f, -1.0f); // Right Of Triangle (Right)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Back)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f( 1.0f,-1.0f, -1.0f); // Left Of Triangle (Back)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f(-1.0f,-1.0f, -1.0f); // Right Of Triangle (Back)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Left)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f(-1.0f,-1.0f,-1.0f); // Left Of Triangle (Left)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f(-1.0f,-1.0f, 1.0f); // Right Of Triangle (Left)
glEnd(); // Done Drawing The Pyramid
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
/*
Calls back the program if a GLFW function fail and logs it
*/
void error_callback(int error, const char* description)
{
fputs(description, stderr);
}
/* Gives keys events */
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
switch(key)
{
case GLFW_KEY_ESCAPE:
glfwSetWindowShouldClose(window, GL_TRUE);
break;
case GLFW_KEY_W:
cout << "W works!!!" << endl;
break;
case GLFW_KEY_A:
cout << "A works!!!" << endl;
break;
case GLFW_KEY_S:
cout << "S works!!!" << endl;
break;
case GLFW_KEY_D:
cout << "D works!!!" << endl;
break;
}
}
私は何時間もそれを修正しようとしてきましたが、今何をすべきかわかりません
GLFWとC++でOpenGL 3+を使用しています