OpenGL绘制矩形轮廓 [英] OpenGL draw rectangle outline

查看:927
本文介绍了OpenGL绘制矩形轮廓的处理方法,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

我正在尝试绘制一条4条线的矩形(左一条).但是无论我如何绘制(带状,环形,普通线),结果都是右侧的一个-它在拐角处缺少像素.

I am trying to draw a rectangle with 4 lines (left one). But no matter how I draw (strip, loop, plain lines) the result is the right side one - it is missing pixels at the corners.

|||||||||||     ||||||||||
|         |    |          |
|         |    |          |
|||||||||||     ||||||||||

有没有办法获得左侧结果?

Is there a way to get the left hand side result?

编辑

无法发布代码,因为它在很大程度上取决于基础框架,但是所有的绘制调用只不过是glDrawElements,其索引缓冲区指向4个顶点,没有alpha测试.

Can't post code since it depends a lot on the underlying framework, but all draw calls are nothing more than glDrawElements with index buffer pointing to 4 vertices, no alpha tests.

按照建议摆弄坐标后,得到了这个有趣的结果(iOS模拟器):

After fiddling with coordinates as suggested arrived at this interesting result (iOS simulator):

请注意,某些矩形仅左上角缺少像素... 在单个绘制元素调用内,所有矩形均以GL_LINES模式绘制.没有其他东西绘制.

Notice only upper left corner is missing pixels for some rectangles... All rectangles are drawn in GL_LINES mode within single draw elements call. No other things are drawn.

编辑2

OpenGL FAQ 问题14.100指出

OpenGL FAQ question 14.100 states that

OpenGL没有提供一种机制来干净地联接共享共同顶点的线,也不能干净地对端点进行封盖.

OpenGL doesn't provide a mechanism to cleanly join lines that share common vertices nor to cleanly cap the endpoints.

推荐答案

稍微移动坐标系,使线条落在像素中心:

Shift your coordinate frame a bit so your lines fall on pixel centers:

#include <GL/glut.h>

void display()
{
    glClear( GL_COLOR_BUFFER_BIT );

    glMatrixMode( GL_PROJECTION );
    glLoadIdentity();
    double w = glutGet( GLUT_WINDOW_WIDTH );
    double h = glutGet( GLUT_WINDOW_HEIGHT );
    glOrtho( 0, w, 0, h, -1, 1);

    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity();

    // important
    glTranslatef( 0.5, 0.5, 0 );

    float offset = 40;
    glColor3ub( 255, 0, 0 );
    glBegin(GL_LINE_LOOP);
    glVertex2f( 0+offset, 0+offset );
    glVertex2f( 0+offset, h-offset );
    glVertex2f( w-offset, h-offset );
    glVertex2f( w-offset, 0+offset );
    glEnd();

    glutSwapBuffers();
}

int main( int argc, char **argv )
{
    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE );
    glutInitWindowSize( 320,240 );
    glutCreateWindow( "Rect" );
    glutDisplayFunc( display );
    glutMainLoop();
    return 0;
}

这篇关于OpenGL绘制矩形轮廓的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

查看全文
登录 关闭
扫码关注1秒登录
发送“验证码”获取 | 15天全站免登陆