本文介绍了真正的等距投影与opengl的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
我是使用C ++的OpenGL编程的新手,而不是很好的数学。有一个简单的方法来等距投影吗?
我的意思是
glClearColor(0.0,0.0,0.0,1.0);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
/ *使用这个长度,以便摄像机离原点1个单位* /
double dist = sqrt(1 / 3.0);
gluLookAt(dist,dist,dist,/ * camera的相对位置* /
0.0,0.0,0.0,/ *相机指向* /
0.0,1.0, 0.0); / *哪个方向向上* /
glMatrixMode(GL_MODELVIEW);
glBegin(GL_LINES);
glColor3d(1.0,0.0,0.0);
glVertex3d(0.0,0.0,0.0);
glVertex3d(1.0,0.0,0.0);
glColor3d(0.0,1.0,0.0);
glVertex3d(0.0,0.0,0.0);
glVertex3d(0.0,1.0,0.0);
glColor3d(0.0,0.0,1.0);
glVertex3d(0.0,0.0,0.0);
glVertex3d(0.0,0.0,1.0);
glEnd();
glFlush();
结果
我们可以绘制一个立方体来检查并行线确实是并行
glPushMatrix
glTranslated(0.5,0.5,0.5);
glColor3d(0.5,0.5,0.5);
glutWireCube(1);
glPopMatrix(); 202.pngalt =alt text>
I am a newbie in OpenGL programming with C++ and not very good at mathematics. Is there a simple way to have isometric projection?
I mean the true isometric projection, not the general orthogonal projection.
(Isometric projection happens only when projections of unit X, Y and Z vectors are equally long and angles between them are exactly 120 degrees.)
Code snippets are highly appreciated..
解决方案 Try using gluLookAt
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
/* use this length so that camera is 1 unit away from origin */
double dist = sqrt(1 / 3.0);
gluLookAt(dist, dist, dist, /* position of camera */
0.0, 0.0, 0.0, /* where camera is pointing at */
0.0, 1.0, 0.0); /* which direction is up */
glMatrixMode(GL_MODELVIEW);
glBegin(GL_LINES);
glColor3d(1.0, 0.0, 0.0);
glVertex3d(0.0, 0.0, 0.0);
glVertex3d(1.0, 0.0, 0.0);
glColor3d(0.0, 1.0, 0.0);
glVertex3d(0.0, 0.0, 0.0);
glVertex3d(0.0, 1.0, 0.0);
glColor3d(0.0, 0.0, 1.0);
glVertex3d(0.0, 0.0, 0.0);
glVertex3d(0.0, 0.0, 1.0);
glEnd();
glFlush();
Results in
We can draw a cube to check that parallel lines are indeed parallel
glPushMatrix();
glTranslated(0.5, 0.5, 0.5);
glColor3d(0.5, 0.5, 0.5);
glutWireCube(1);
glPopMatrix();
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