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c++ - OpenGL 输出窗口立即缩小到 0 x 0 窗口

转载 作者:可可西里 更新时间:2023-11-01 14:35:57 25 4
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使用 OpenGLUT 的 OpenGL 程序在 Visual Studio 2012 中编译和运行时遇到问题。程序编译正常,当我按下运行时,一个 800 x 600 的窗口打开并显示我想要的图像。然而,窗口立即开始缩小,直到它在大约 2 秒内达到 0 x 0,然后保持打开状态。我不太确定问题出在哪里,谷歌搜索没有找到相关信息。以下是问题的一些截图:

This is a screenshot immediately after the program started.

上面的截图是程序启动后立即截取的。下面的屏幕截图是在程序启动后大约一秒钟拍摄的,我没有进行任何交互。

enter image description here

输出窗口继续缩小,直到大小为 0 x 0。这是我的代码,任何建议都会有所帮助。

#ifdef __APPLE_CC__
#include <GLUT/glut.h>
#else
#include <OpenGlut.h>
#endif

// Clears the window and draws the tetrahedron. The tetrahedron is easily
// specified with a triangle strip, though the specification really isn't very
// easy to read.
void display() {
glClear(GL_COLOR_BUFFER_BIT);

// Draw a white grid "floor" for the tetrahedron to sit on.
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINES);
for (GLfloat i = -2.5; i <= 2.5; i += 0.25) {
glVertex3f(i, 0, 2.5); glVertex3f(i, 0, -2.5);
glVertex3f(2.5, 0, i); glVertex3f(-2.5, 0, i);
}
glEnd();

// Draw the tetrahedron. It is a four sided figure, so when defining it
// with a triangle strip we have to repeat the last two vertices.
glBegin(GL_TRIANGLE_STRIP);
glColor3f(1, 1, 1); glVertex3f(0, 2, 0);
glColor3f(1, 0, 0); glVertex3f(-1, 0, 1);
glColor3f(0, 1, 0); glVertex3f(1, 0, 1);
glColor3f(0, 0, 1); glVertex3f(0, 0, -1.4);
glColor3f(1, 1, 1); glVertex3f(0, 2, 0);
glColor3f(1, 0, 0); glVertex3f(-1, 0, 1);
glEnd();

glFlush();
}

// Sets up global attributes like clear color and drawing color, enables and
// initializes any needed modes (in this case we want backfaces culled), and
// sets up the desired projection and modelview matrices. It is cleaner to
// define these operations in a function separate from main().
void init() {

// Set the current clear color to sky blue and the current drawing color to
// white.
glClearColor(0.1, 0.39, 0.88, 1.0);
glColor3f(1.0, 1.0, 1.0);

// Tell the rendering engine not to draw backfaces. Without this code,
// all four faces of the tetrahedron would be drawn and it is possible
// that faces farther away could be drawn after nearer to the viewer.
// Since there is only one closed polyhedron in the whole scene,
// eliminating the drawing of backfaces gives us the realism we need.
// THIS DOES NOT WORK IN GENERAL.
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);

// Set the camera lens so that we have a perspective viewing volume whose
// horizontal bounds at the near clipping plane are -2..2 and vertical
// bounds are -1.5..1.5. The near clipping plane is 1 unit from the camera
// and the far clipping plane is 40 units away.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-2, 2, -1.5, 1.5, 1, 40);

// Set up transforms so that the tetrahedron which is defined right at
// the origin will be rotated and moved into the view volume. First we
// rotate 70 degrees around y so we can see a lot of the left side.
// Then we rotate 50 degrees around x to "drop" the top of the pyramid
// down a bit. Then we move the object back 3 units "into the screen".
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -3);
glRotatef(50, 1, 0, 0);
glRotatef(70, 0, 1, 0);
}

// Initializes GLUT, the display mode, and main window; registers callbacks;
// does application initialization; enters the main event loop.
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowPosition(80, 80);
glutInitWindowSize(800, 600);
glutCreateWindow("A Simple Tetrahedron");
glutDisplayFunc(display);
init();
glutMainLoop();
}

最佳答案

可能是最好的解决方案 - 放弃 GLUT。我建议你使用 GLFW相反。

GLFW:

  • 具有更多功能。
  • 更简单。
  • 拥有设计更好的 API。
  • 是现代的并且正在积极开发中。
  • 有很好的文档。
  • 正常工作。

关于c++ - OpenGL 输出窗口立即缩小到 0 x 0 窗口,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/25654088/

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