WP7 XNA - 只绘制了我的球体模型的一半
我在 Windows Phone 7 上使用 XNA/OpenGL 时遇到了一个非常奇怪的问题。我正在使用以下代码绘制一个球体:
if (Radius < 0f)
Radius = -Radius;
if (Radius == 0f)
throw new DivideByZeroException("DrawSphere: Radius cannot be 0f.");
if (Precision == 0)
throw new DivideByZeroException("DrawSphere: Precision of 8 or greater is required.");
const float HalfPI = (float)(Math.PI * 0.5);
float OneThroughPrecision = 1.0f / Precision;
float TwoPIThroughPrecision = (float)(Math.PI * 2.0 * OneThroughPrecision);
float theta1, theta2, theta3;
Vector3 Normal = new Vector3(0,0,0), Position = new Vector3();
for (uint j = 0; j < Precision / 2; j++)
{
theta1 = (j * TwoPIThroughPrecision) - HalfPI;
theta2 = ((j + 1) * TwoPIThroughPrecision) - HalfPI;
GL.Begin(BeginMode.TriangleStrip);
for (uint i = 0; i <= Precision; i++)
{
theta3 = i * TwoPIThroughPrecision;
Normal.X = (float)(Math.Cos(theta2) * Math.Cos(theta3));
Normal.Y = (float)Math.Sin(theta2);
Normal.Z = (float)(Math.Cos(theta2) * Math.Sin(theta3));
Position.X = Center.X + Radius * Normal.X;
Position.Y = Center.Y + Radius * Normal.Y;
Position.Z = Center.Z + Radius * Normal.Z;
GL.Normal3(Normal);
GL.TexCoord2(i * OneThroughPrecision, 2.0f * (j + 1) * OneThroughPrecision);
GL.Vertex3(Position);
Normal.X = (float)(Math.Cos(theta1) * Math.Cos(theta3));
Normal.Y = (float)Math.Sin(theta1);
Normal.Z = (float)(Math.Cos(theta1) * Math.Sin(theta3));
Position.X = Center.X + Radius * Normal.X;
Position.Y = Center.Y + Radius * Normal.Y;
Position.Z = Center.Z + Radius * Normal.Z;
GL.Normal3(Normal);
GL.TexCoord2(i * OneThroughPrecision, 2.0f * j * OneThroughPrecision);
GL.Vertex3(Position);
}
GL.End();
}
球体最终看起来像这样(在模拟器和设备 (HTC HD7) 上):
有什么建议吗?
I'm having a very strange problem with XNA/OpenGL on Windows Phone 7. I'm drawing a sphere using the following code:
if (Radius < 0f)
Radius = -Radius;
if (Radius == 0f)
throw new DivideByZeroException("DrawSphere: Radius cannot be 0f.");
if (Precision == 0)
throw new DivideByZeroException("DrawSphere: Precision of 8 or greater is required.");
const float HalfPI = (float)(Math.PI * 0.5);
float OneThroughPrecision = 1.0f / Precision;
float TwoPIThroughPrecision = (float)(Math.PI * 2.0 * OneThroughPrecision);
float theta1, theta2, theta3;
Vector3 Normal = new Vector3(0,0,0), Position = new Vector3();
for (uint j = 0; j < Precision / 2; j++)
{
theta1 = (j * TwoPIThroughPrecision) - HalfPI;
theta2 = ((j + 1) * TwoPIThroughPrecision) - HalfPI;
GL.Begin(BeginMode.TriangleStrip);
for (uint i = 0; i <= Precision; i++)
{
theta3 = i * TwoPIThroughPrecision;
Normal.X = (float)(Math.Cos(theta2) * Math.Cos(theta3));
Normal.Y = (float)Math.Sin(theta2);
Normal.Z = (float)(Math.Cos(theta2) * Math.Sin(theta3));
Position.X = Center.X + Radius * Normal.X;
Position.Y = Center.Y + Radius * Normal.Y;
Position.Z = Center.Z + Radius * Normal.Z;
GL.Normal3(Normal);
GL.TexCoord2(i * OneThroughPrecision, 2.0f * (j + 1) * OneThroughPrecision);
GL.Vertex3(Position);
Normal.X = (float)(Math.Cos(theta1) * Math.Cos(theta3));
Normal.Y = (float)Math.Sin(theta1);
Normal.Z = (float)(Math.Cos(theta1) * Math.Sin(theta3));
Position.X = Center.X + Radius * Normal.X;
Position.Y = Center.Y + Radius * Normal.Y;
Position.Z = Center.Z + Radius * Normal.Z;
GL.Normal3(Normal);
GL.TexCoord2(i * OneThroughPrecision, 2.0f * j * OneThroughPrecision);
GL.Vertex3(Position);
}
GL.End();
}
The sphere ends up looking like this (on BOTH the emulator AND the device (HTC HD7):
Any suggestions?
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尝试使用这个。由于它更多地是 OpenGL 问题而不是 Android 问题,请尝试查找手动球体生成的算法。检查顶点顺序是否正确可能也是值得的。
Try using this. Since it's more of an OpenGL issue than Android, try looking up an algorithm for manual sphere generation. It might be worthwhile to check if vertex order is correct as well.