为什么三角形会被剪裁在这个网格中?
我有以下代码:
#include <irrlicht.h>
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
int main(int argc, char** argv)
{
IrrlichtDevice *device =
createDevice(EDT_SOFTWARE, dimension2d<unsigned int>(640, 480), 16,
false, false, false, 0);
device->setWindowCaption(L"Train Simulator Demo");
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
IAnimatedMesh* mesh1 = smgr->getMesh("media/simple_engine.b3d");
IAnimatedMesh* mesh2 = smgr->getMesh("media/simple_track.b3d");
IAnimatedMeshSceneNode* node1 = smgr->addAnimatedMeshSceneNode( mesh1 );
IAnimatedMeshSceneNode* node2 = smgr->addAnimatedMeshSceneNode( mesh2 );
if (node1)
node1->setMaterialFlag(EMF_LIGHTING, false);
if (node2)
{
node2->setMaterialFlag(EMF_LIGHTING, false);
node2->setMaterialTexture( 0, driver->getTexture("media/grass.jpg") );
}
ICameraSceneNode * pCamera = smgr->addCameraSceneNode(0, vector3df(5,0,5), vector3df(0,0,0));
pCamera->setNearValue(0.5f);
pCamera->setFarValue(40.0f);
while(device->run())
{
driver->beginScene(true, true, SColor(0,0,0,0));
u32 cur_time = device->getTimer()->getTime();
float f_time = (float)cur_time / 1000.0f;
// Change the camera
pCamera->setPosition(vector3df(sinf(f_time) * 8.0f ,3.0f ,cosf(f_time) * 8.0f));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}
device->drop();
return 0;
}
...运行时会产生以下内容:
...这很好,除了草应该是 16x16 正方形的网格,看起来有些三角形由于某种原因被剪掉了。这似乎还与三角形仅部分显示在屏幕上有关,因为仅显示完全位于窗口视口内的三角形。我该如何解决这个问题?
其他:
操作系统: Ubuntu 10.04 64 位
Irrlicht版本:1.7 beta
I have the following code:
#include <irrlicht.h>
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
int main(int argc, char** argv)
{
IrrlichtDevice *device =
createDevice(EDT_SOFTWARE, dimension2d<unsigned int>(640, 480), 16,
false, false, false, 0);
device->setWindowCaption(L"Train Simulator Demo");
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
IAnimatedMesh* mesh1 = smgr->getMesh("media/simple_engine.b3d");
IAnimatedMesh* mesh2 = smgr->getMesh("media/simple_track.b3d");
IAnimatedMeshSceneNode* node1 = smgr->addAnimatedMeshSceneNode( mesh1 );
IAnimatedMeshSceneNode* node2 = smgr->addAnimatedMeshSceneNode( mesh2 );
if (node1)
node1->setMaterialFlag(EMF_LIGHTING, false);
if (node2)
{
node2->setMaterialFlag(EMF_LIGHTING, false);
node2->setMaterialTexture( 0, driver->getTexture("media/grass.jpg") );
}
ICameraSceneNode * pCamera = smgr->addCameraSceneNode(0, vector3df(5,0,5), vector3df(0,0,0));
pCamera->setNearValue(0.5f);
pCamera->setFarValue(40.0f);
while(device->run())
{
driver->beginScene(true, true, SColor(0,0,0,0));
u32 cur_time = device->getTimer()->getTime();
float f_time = (float)cur_time / 1000.0f;
// Change the camera
pCamera->setPosition(vector3df(sinf(f_time) * 8.0f ,3.0f ,cosf(f_time) * 8.0f));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}
device->drop();
return 0;
}
...which when run produces the following:
...which is fine except that the grass is supposed to be a grid of 16x16 squares and it looks like some of the triangles are being clipped for some reason. It also appears that this has something to do with the triangles being only partially displayed on the screen as only the triangles that are completely within the window's viewport are being displayed. How can I fix this?
Additional:
OS: Ubuntu 10.04 64-bit
Irrlicht version: 1.7 beta
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结果发现问题是我使用的是软件渲染器而不是 OpenGL 渲染器。
所以第 13 行:
变为:
Turns out that the problem was that I was using the software renderer instead of the OpenGL renderer.
So line 13:
Becomes: