本文介绍了OpenGL,如何旋转彼此独立的对象?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
到目前为止我的代码
void display ( void )
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity();
gluLookAt( camera[0][0], camera[0][1], camera[0][2],
camera[1][0], camera[1][1], camera[1][2],
camera[2][0], camera[2][1], camera[2][2] ); //Set the point looking at
glRotatef(cubeRot[0], 1.0f, 0.0f, 0.0f); //rotate on x axis
glRotatef(cubeRot[1], 0.0f, 1.0f, 0.0f); //rotate on y axis
glRotatef(cubeRot[2], 0.0f, 0.0f, 1.0f); //rotate on z axis
switch ( Rendermode ) { //different render mode
case 'f':
//Draw object I want to rotate
break;
case 'v':
//Draw object I want to rotate
break;
case 'e':
//Draw object I want to rotate
break;
glLoadIdentity();
}
//Draw object I DO NOT want to rotate
glutSwapBuffers ( ); // Swap The Buffers To Not Be Left With A Clear Screen
}
但是现在我所有的对象同时旋转,我该如何旋转我注意到要旋转的对象,而又使我注意到不想旋转的对象呢?
However at the moment all my objects rotate at the same time, how can I rotate the object I've noted to want to rotate while leaving the ones I've noted to not want to rotate still?
推荐答案
由于@karlphillip指出,您需要将旋转值放入glPush/glPop矩阵封装中.我认为这段代码应该可以工作:
As @karlphillip states you need to put your rotation in to glPush/glPop matrix encapsulation. I think this code should work :
void display ( void )
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity();
gluLookAt( camera[0][0], camera[0][1], camera[0][2],
camera[1][0], camera[1][1], camera[1][2],
camera[2][0], camera[2][1], camera[2][2] ); //Set the point looking at
glPushMatrix(); //-------------------- Encapsulate Rotation ----------------
glRotatef(cubeRot[0], 1.0f, 0.0f, 0.0f); //rotate on x axis
glRotatef(cubeRot[1], 0.0f, 1.0f, 0.0f); //rotate on y axis
glRotatef(cubeRot[2], 0.0f, 0.0f, 1.0f); //rotate on z axis
switch ( Rendermode ) { //different render mode
case 'f':
//Draw object I want to rotate
break;
case 'v':
//Draw object I want to rotate
break;
case 'e':
//Draw object I want to rotate
break;
}
glPopMatrix(); //------------------- Encapsulate Rotation Ends -------
//Draw object I DO NOT want to rotate
glutSwapBuffers ( ); // Swap The Buffers To Not Be Left With A Clear Screen
}
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