java opengl yaxis不使用x或z缩放
我甚至不知道如何描述这个问题,所以请原谅这个糟糕的标题。我有一个简单的模型(它实际上是一块瓷砖,但为了更好地说明这个问题,我把它做成了一个立方体),高、宽、深各2个单位。为了画出一个连续的区域,我只需适当地将X和Z增加2,它们彼此相邻地很好地渲染。如果我想创建一个台阶,使我的平面场有一个新的标高,我会在该场段的Y值上加2,期望顶部标高的底部与较低标高的顶部完美对齐
实际情况是,顶层渲染的距离比底层要远。为什么?这是什么原因造成的?我运行了一些测试,发现我必须将Y增加0.6到0.7之间的某个数字,以便底部与顶部正确对齐
我想这可能是视口,但我认为这很好。这些模型看起来并不扭曲。以前有人碰到过这样的事情吗
请参阅附件中的图片,了解我所说的示例。红线显示了顶层和底层的奇怪分离
渲染功能
public void draw() throws Exception {
float x = 0;
double y = 0;
float z = 0;
int cidx = 0;
boolean firstCube = true;
glfwSwapBuffers(window); // swap the color buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
//calc rotate camera
if (updatecamera == true){
updateCamera();
}
glUseProgram(shader.iProgram);
//some lighting...
Vector4f lp = new Vector4f(lightX, lightY, lightZ,1.0f);
//float[] lp = {xa, ya + 100, za - 120,1.0f}; //set light source to same as camera eye for now.
shader.setUniform(iLightCam, camera);
shader.setUniform(iLightVec, lp);
//get picking ray
if (worldClicked == true){
pick = makeRay(pick, cursorX, (DISPLAY_HEIGHT - ((DISPLAY_HEIGHT - VP_HEIGHT) / 2)) - cursorY);
}
for(Iterator<Quad> qd = quads.iterator(); qd.hasNext(); ) {
//init cull check
frust.cullIn = 0;
frust.cullOut = 0;
quad = qd.next();
pickthisQuad = false;
firstCube = true; //the first cube is used to set the values of the Quad OBB.
for(Iterator<Cube> i = quad.cubes.iterator(); i.hasNext(); ) {
cb = i.next();
x = cb.x;
z = cb.z;
//y = cb.y;
//testing odd Y behaviour
if ( y == 0) {
y = lightX;
}else{
y = 0;
}
System.out.println(" y: " + y);
//init
model.setIdentity();
//ROTATE
//set translate
vTrans.set(transx + x, (float) (transy + y), transz + z);
Matrix4f.translate(vTrans, model1, model);
vTrans.set(-(transx + x), (float) (-transy + y), -(transz + z));
Matrix4f.translate(vTrans, model, model);
Matrix4f.rotate((float) Math.toRadians(rotY), new Vector3f(0,1,0), model, model);
vTrans.set((transx + x), (float) (transy + y), (transz + z));
Matrix4f.translate(vTrans, model, model);
Matrix4f.mul(model, camera, modelview);
shader.setUniform(iModelView, modelview);
Matrix3f norm = new Matrix3f();
norm.m00 = modelview.m00;
norm.m01 = modelview.m01;
norm.m02 = modelview.m02;
norm.m10 = modelview.m10;
norm.m11 = modelview.m11;
norm.m12 = modelview.m12;
norm.m20 = modelview.m20;
norm.m21 = modelview.m21;
norm.m22 = modelview.m22;
shader.setUniform(iNorm, norm);
shader.setUniform(iProj, projection);
shader.setUniform(iCam, camera);
shader.setUniform(iModel, model);
test_renderFrustumandCrosslines();
manageTextures(cb);
render();
cidx++;
}//cubes
cidx = 0;
}//quads
/**
* TESTING
*/
glUseProgram(shaderLine.iProgram);
Matrix4f mvp = new Matrix4f();
mvp.setIdentity();
Matrix4f.mul(projection, camera, mvp);
shaderLine.setUniform(iMVPLine, mvp);
renderLine();
renderCross();
worldClicked = false;
glFinish();
}
# 1 楼答案
对于旋转代码中的2个第一个翻译有什么特别的想法吗?x和z平移会相互抵消,但y轴不会。这可能是问题的根源
如果删除这4行,会发生什么?在旋转之后,你仍然要做平移