为什么 OpenGL 的抗锯齿功能不起作用?
我一直在研究如何在OpenGL中使用抗锯齿。 这里是我找到的教程。
示例 6-5 是一个小程序,旨在演示多边形的抗锯齿功能。
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
GLboolean polySmooth = GL_TRUE;
static void init(void)
{
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glBlendFunc(GL_SRC_ALPHA_SATURATE, GL_ONE);
glClearColor(0.0, 0.0, 0.0, 0.0);
}
#define NFACE 6
#define NVERT 8
void drawCube(GLdouble x0, GLdouble x1, GLdouble y0,
GLdouble y1, GLdouble z0, GLdouble z1)
{
static GLfloat v[8][3];
static GLfloat c[8][4] = {
{0.0, 0.0, 0.0, 1.0}, {1.0, 0.0, 0.0, 1.0},
{0.0, 1.0, 0.0, 1.0}, {1.0, 1.0, 0.0, 1.0},
{0.0, 0.0, 1.0, 1.0}, {1.0, 0.0, 1.0, 1.0},
{0.0, 1.0, 1.0, 1.0}, {1.0, 1.0, 1.0, 1.0}
};
/* indices of front, top, left, bottom, right, back faces */
static GLubyte indices[NFACE][4] = {
{4, 5, 6, 7}, {2, 3, 7, 6}, {0, 4, 7, 3},
{0, 1, 5, 4}, {1, 5, 6, 2}, {0, 3, 2, 1}
};
v[0][0] = v[3][0] = v[4][0] = v[7][0] = x0;
v[1][0] = v[2][0] = v[5][0] = v[6][0] = x1;
v[0][1] = v[1][1] = v[4][1] = v[5][1] = y0;
v[2][1] = v[3][1] = v[6][1] = v[7][1] = y1;
v[0][2] = v[1][2] = v[2][2] = v[3][2] = z0;
v[4][2] = v[5][2] = v[6][2] = v[7][2] = z1;
#ifdef GL_VERSION_1_1
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, v);
glColorPointer(4, GL_FLOAT, 0, c);
glDrawElements(GL_QUADS, NFACE * 4, GL_UNSIGNED_BYTE, indices);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
#else
printf("If this is GL Version 1.0, ");
printf("vertex arrays are not supported.\n");
exit(1);
#endif
}
/* Note: polygons must be drawn from front to back
* for proper blending.
*/
void display(void)
{
if (polySmooth)
{
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glEnable(GL_POLYGON_SMOOTH);
glDisable(GL_DEPTH_TEST);
}
else
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_BLEND);
glDisable(GL_POLYGON_SMOOTH);
glEnable(GL_DEPTH_TEST);
}
glPushMatrix();
glTranslatef(0.0, 0.0, -8.0);
glRotatef(30.0, 1.0, 0.0, 0.0);
glRotatef(60.0, 0.0, 1.0, 0.0);
drawCube(-0.5, 0.5, -0.5, 0.5, -0.5, 0.5);
glPopMatrix();
glFlush();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30.0, (GLfloat) w / (GLfloat) h, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
case 't':
case 'T':
polySmooth = !polySmooth;
glutPostRedisplay();
break;
case 27:
exit(0); /* Escape key */
break;
default:
break;
}
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_ALPHA | GLUT_DEPTH);
glutInitWindowSize(200, 200);
glutCreateWindow(argv[0]);
init();
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
我将代码复制到我的计算机(Ubuntu 11)上,编译它并得到:
阅读代码,我认为当按下 t
按钮时,多边形应该是抗锯齿的。这张照片是我按下t
按钮后拍摄的。据我所知,我不认为这些是抗锯齿多边形,我的做法有问题吗?
I've been studying how to use anti-alias in OpenGL. Here is a tutorial I found.
The Example 6-5 is a small program that is supposed to demonstrate the anti-alias for polygons.
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
GLboolean polySmooth = GL_TRUE;
static void init(void)
{
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glBlendFunc(GL_SRC_ALPHA_SATURATE, GL_ONE);
glClearColor(0.0, 0.0, 0.0, 0.0);
}
#define NFACE 6
#define NVERT 8
void drawCube(GLdouble x0, GLdouble x1, GLdouble y0,
GLdouble y1, GLdouble z0, GLdouble z1)
{
static GLfloat v[8][3];
static GLfloat c[8][4] = {
{0.0, 0.0, 0.0, 1.0}, {1.0, 0.0, 0.0, 1.0},
{0.0, 1.0, 0.0, 1.0}, {1.0, 1.0, 0.0, 1.0},
{0.0, 0.0, 1.0, 1.0}, {1.0, 0.0, 1.0, 1.0},
{0.0, 1.0, 1.0, 1.0}, {1.0, 1.0, 1.0, 1.0}
};
/* indices of front, top, left, bottom, right, back faces */
static GLubyte indices[NFACE][4] = {
{4, 5, 6, 7}, {2, 3, 7, 6}, {0, 4, 7, 3},
{0, 1, 5, 4}, {1, 5, 6, 2}, {0, 3, 2, 1}
};
v[0][0] = v[3][0] = v[4][0] = v[7][0] = x0;
v[1][0] = v[2][0] = v[5][0] = v[6][0] = x1;
v[0][1] = v[1][1] = v[4][1] = v[5][1] = y0;
v[2][1] = v[3][1] = v[6][1] = v[7][1] = y1;
v[0][2] = v[1][2] = v[2][2] = v[3][2] = z0;
v[4][2] = v[5][2] = v[6][2] = v[7][2] = z1;
#ifdef GL_VERSION_1_1
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, v);
glColorPointer(4, GL_FLOAT, 0, c);
glDrawElements(GL_QUADS, NFACE * 4, GL_UNSIGNED_BYTE, indices);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
#else
printf("If this is GL Version 1.0, ");
printf("vertex arrays are not supported.\n");
exit(1);
#endif
}
/* Note: polygons must be drawn from front to back
* for proper blending.
*/
void display(void)
{
if (polySmooth)
{
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glEnable(GL_POLYGON_SMOOTH);
glDisable(GL_DEPTH_TEST);
}
else
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_BLEND);
glDisable(GL_POLYGON_SMOOTH);
glEnable(GL_DEPTH_TEST);
}
glPushMatrix();
glTranslatef(0.0, 0.0, -8.0);
glRotatef(30.0, 1.0, 0.0, 0.0);
glRotatef(60.0, 0.0, 1.0, 0.0);
drawCube(-0.5, 0.5, -0.5, 0.5, -0.5, 0.5);
glPopMatrix();
glFlush();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30.0, (GLfloat) w / (GLfloat) h, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
case 't':
case 'T':
polySmooth = !polySmooth;
glutPostRedisplay();
break;
case 27:
exit(0); /* Escape key */
break;
default:
break;
}
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_ALPHA | GLUT_DEPTH);
glutInitWindowSize(200, 200);
glutCreateWindow(argv[0]);
init();
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
I copied the code to my computer (Ubuntu 11), compiled it and get this:
Reading the code, I think when press the t
button, the polygons are supposed to be anti-aliased. And this picture is taken after I pressed the t
button. As far as I can see, I don't think these are anti-aliased polygons, is there something wrong in what I did?
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评论(1)
POLYGON_SMOOTH 没用(不要相信红皮书^^)。大多数显卡都没有实现这一点。
只需在 glutInitDisplayMode() 中添加“| GLUT_MULTISAMPLE”即可。这将使用 MSAA 技术(多重采样 AA)添加全屏(好吧,全窗口)抗锯齿。如果不起作用,请尝试使用 freeglut。您可以在这里找到 opengl 示例:OpenGL 示例包,他们使用 freeglut。
POLYGON_SMOOTH is useless (don't trusk the red book ^^ ). Most graphic cards don't implement that.
Simply add "| GLUT_MULTISAMPLE" in glutInitDisplayMode(). This will add full-screen (well, full-window) antialiasing with the MSAA technique ( Multi Sampled AA ). If it doesn't work, try with freeglut. You can find opengl samples here : OpenGL Samples Pack , they use freeglut.