glPushMatrix停止所有旋转

glPushMatrix stops all rotation from happening

本文关键字:旋转 glPushMatrix      更新时间:2023-10-16

我在旋转方面遇到问题。我可以让立方体旋转得很好,但我只想让立方体旋转。我知道我必须使用glPushMatrix()和glPopMatrix。

以下是我如何设置OpenGL:

void initOpenGL()
{
    //these are the current version of OpenGL
    string versions[14] =
    {
        "GL_VERSION_1_1",
        "GL_VERSION_1_2",
        "GL_VERSION_1_3",
        "GL_VERSION_1_4",
        "GL_VERSION_1_5",
        "GL_VERSION_2_0",
        "GL_VERSION_2_1",
        "GL_VERSION_3_0",
        "GL_VERSION_3_1",
        "GL_VERSION_3_2",
        "GL_VERSION_3_3",
        "GL_VERSION_4_0",
        "GL_VERSION_4_1",
        "GL_VERSION_4_2"
    };
    //Determine which versions are safe to use
    cerr << "OpenGL+GLEW Info: " << endl;
    for (int i = 0; i < 14; ++i)
    {
        if (glewIsSupported(versions[i].c_str()))
            cerr << versions[i] << " is supported" << endl;
        else
            cerr << "ERROR: " << versions[i] << " is not supported" << endl;
    }
    cerr << endl << "Open GL " << glGetString (GL_VERSION) << " is the current OpenGL version" << endl << endl;
    glClearColor(0, 0, 0, 0);
    //By setting this option, we can explicityly control how the program terminates to ensure proper cleanup
    glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
    //setup the camera
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(MIN_X, MAX_X, MIN_Y, MAX_Y, MIN_Z, MAX_Z);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    //enable access to the alpha channel
    glEnable (GL_BLEND);
    glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
... some more code to load textures...
}

这是我的显示功能:

void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glColor3f(1, 0, 0);
        glRotatef(angle, 1, 1, 0);
        glutSolidCube(30);
    glPopMatrix();
    glutSwapBuffers();
}

您基本上似乎总是旋转到相同的角度,因为弹出矩阵会将其返回到调用push时的状态。您可能想尝试在每次显示调用中增加一点角度变量(或者在代码中的其他地方,使其不断变化)。

它在没有推送和弹出的情况下工作的原因是,所有的矩阵运算都是累积的,因为你没有在每一轮上加载单位矩阵,所以每次调用显示函数时,你都会旋转可变角度的值。顺便说一句,这可能是你想要改变的事情,因为将世界的状态与显示状态分开可能是有意义的。