我有这个功能,它在屏幕的左下角绘制一个小的3D轴坐标系,但根据我面前的情况,它可能会被剪裁.
例如,我在地面上绘制了一个平坦的地形,在XZ平面上Y = 0.摄像机位于Y = 1.75(模拟一般人的身高).如果我抬头,它工作正常,如果我向下看,它会被地平面夹住.
向上看:http://i.stack.imgur.com/Q0i6g.png
往下看:http://i.stack.imgur.com/D5LIx.png
我调用的函数在角落绘制轴系统是这样的:
void Axis3D::DrawCameraAxisSystem(float radius,float height,const Vector3D rotation) {
if(vpHeight == 0) vpHeight = 1;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0,vpWidth,vpHeight);
gluPerspective(45.0f,1.0 * vpWidth / vpHeight,1.0f,5.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-3.0f);
glrotatef(-rotation.x,0.0f);
glrotatef(-rotation.y,0.0f);
DrawAxisSystem(radius,height);
}
我认为现在有几个主要功能与问题相关:
glutdisplayFunc(renderScene);
glutReshapeFunc(changeSize);
void changeSize(int width,int height) {
if(height == 0) height = 1;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0,width,height);
gluPerspective(60.0f,1.0 * width / height,1000.0f);
glMatrixMode(GL_MODELVIEW);
}
void renderScene(void) {
glClearColor(0.7f,0.7f,0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
changeSize(glutGet(gluT_WINDOW_WIDTH),glutGet(gluT_WINDOW_HEIGHT));
glLoadIdentity();
SceneCamera.Move(CameraDirection,elapsedtime);
SceneCamera.LookAt();
SceneAxis.DrawCameraAxisSystem(0.03f,0.8f,SceneCamera.GetRotationAngles());
glutSwapBuffers();
}
建议?
解决方法
而不是禁用深度测试,你可以只是glClear(GL_DEPTH_BUFFER_BIT);在渲染叠加层之前.然后,无论深度信息是什么都消失了,但像素仍然存在.但是,您的叠加层仍会正确呈现.