本文介绍了在OpenGL中绘制共面多边形的技术的处理方法,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

我将要具有多个共面多边形的网格,这些多边形都位于某个平面上,因此我将无法消除.

I'm going to have meshes with several coplanar polygons, all lying in a certain plane, that I'm not going to be able to eliminate.

这些多边形具有特定的绘制顺序.一些多边形在其他多边形之后.如果我关闭深度测试,我将获得想要的效果,但是我希望能够将此网格放置在3D场景中.

These polygons have a specific draw order. Some polygons are behind other polygons. If I turn off depth testing I'll have the effect I want, but I want to be able to position this mesh in a 3D scene.

我不信任glPolygonOffset,因为我可能会有多个重叠的多边形,并且担心偏移量的累积影响.

I do not trust glPolygonOffset because I'll potentially have several of these overlapping polygons and am am worried about the cumulative effects of the offset.

推荐答案

只需禁用对z缓冲区的写入,而无需禁用深度测试.

Simply disable writing to z-buffer, without disabling depth test.

glDepthMask(GL_FALSE);

请确保使用 glDepthMask(GL_FALSE)渲染所有不需要 glDepthMask(GL_FALSE)的多边形 之前; 否则对象将被错误地定位.

Make sure to render all polygons that doesn't require glDepthMask(GL_FALSE) before rendering any polygons with glDepthMask(GL_FALSE); Otherwise object will be incorrectly positioned.

如果无法执行此操作,则应更改几何形状或使用纹理.

If you can't do that, then you should change your geometry or use texture instead.

glDepthMask文档

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10-24 21:02