在三维空间里创建10个物体,并可以自由缩放,移动视角

继续学习OpenGL,实现了在窗口内画出了N个物体,并放置在某个3维坐标,同时添加了camera,可以自由移动camera(camera为一个FPS的camera,只能在XZ平面移动,如果想要抛开这个限制,只需在camera.h中,把position.y = 0去掉)。

还有一个问题,没有解决: 如果加载的图片是一个 342 * 256 的图片,运行的时候图片会出现倾斜,变成灰色的情况?为何?

下面是个部分的代码:

main.cpp

#include 

// GLEW
#define GLEW_STATIC
#include 

// GLFW
#include 

// Other Libs
#include 
#include 

// Other includes
#include "Shader.h"
#include "Camera.h"

// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;

// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void do_movement();

//Camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
bool keys[1024];
GLfloat lastX = WIDTH / 2, lastY = HEIGHT / 2;
bool firstMouse = true;

GLfloat deltaTime = 0.0f;
GLfloat lastFrame = 0.0f;

// Holds uniform value of texture mix
GLfloat mixValue = 0.2f;

int main()
{
	// Init GLFW
	glfwInit();
	// Set all the required options for GLFW
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
	glfwWindowHint(GLFW_SAMPLES, 4);

	// Create a GLFWwindow object that we can use for GLFW's functions
	GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
	glfwMakeContextCurrent(window);

	// Set the required callback functions
	glfwSetKeyCallback(window, key_callback);
	glfwSetCursorPosCallback(window, mouse_callback);
	glfwSetScrollCallback(window, scroll_callback);

	//Options
	glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

	// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
	// Initialize GLEW to setup the OpenGL Function pointers
	glewExperimental = GL_TRUE;
	glewInit();

	// Define the viewport dimensions
	glViewport(0, 0, WIDTH, HEIGHT);

	//setup some openGL options
	glEnable(GL_DEPTH_TEST);

	// Build and compile our shader program
	Shader ourShader("default.vs", "default.frag");

	// Set up vertex data (and buffer(s)) and attribute pointers
	GLfloat vertices[] = {
		-0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
		0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
		0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
		0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
		-0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
		-0.5f, -0.5f, -0.5f,  0.0f, 0.0f,

		-0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
		0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
		0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
		0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
		-0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
		-0.5f, -0.5f,  0.5f,  0.0f, 0.0f,

		-0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
		-0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
		-0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
		-0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
		-0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
		-0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

		0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
		0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
		0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
		0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
		0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
		0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

		-0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
		0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
		0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
		0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
		-0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
		-0.5f, -0.5f, -0.5f,  0.0f, 1.0f,

		-0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
		0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
		0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
		0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
		-0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
		-0.5f,  0.5f, -0.5f,  0.0f, 1.0f
	};
	GLuint indices[] = {  // Note that we start from 0!
		0, 1, 3, // First Triangle
		1, 2, 3  // Second Triangle
	};
	// World space positions of our cubes
	glm::vec3 cubePositions[] = {
		glm::vec3(0.0f,  0.0f,  0.0f),
		glm::vec3(2.0f,  5.0f, -15.0f),
		glm::vec3(-1.5f, -2.2f, -2.5f),
		glm::vec3(-3.8f, -2.0f, -12.3f),
		glm::vec3(2.4f, -0.4f, -3.5f),
		glm::vec3(-1.7f,  3.0f, -7.5f),
		glm::vec3(1.3f, -2.0f, -2.5f),
		glm::vec3(1.5f,  2.0f, -2.5f),
		glm::vec3(1.5f,  0.2f, -1.5f),
		glm::vec3(-1.3f,  1.0f, -1.5f)
	};

	GLuint VBO, VAO, EBO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	//glGenBuffers(1, &EBO);

	glBindVertexArray(VAO);

	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
	//glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

	// Position attribute
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
	glEnableVertexAttribArray(0);
	// Color attribute
	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
	glEnableVertexAttribArray(1);
	// TexCoord attribute
	//glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
	//glEnableVertexAttribArray(2);

	glBindVertexArray(0); // Unbind VAO

						  // Load and create a texture 
	GLuint texture1;
	GLuint texture2;
	// ====================
	// Texture 1
	// ====================
	glGenTextures(1, &texture1);
	glBindTexture(GL_TEXTURE_2D, texture1); // All upcoming GL_TEXTURE_2D operations now have effect on our texture object
											// Set our texture parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);	// Set texture wrapping to GL_REPEAT
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	// Set texture filtering
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	// Load, create texture and generate mipmaps
	int width, height;
	unsigned char* image = SOIL_load_image("container.jpg", &width, &height, 0, SOIL_LOAD_RGB);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
	glGenerateMipmap(GL_TEXTURE_2D);
	SOIL_free_image_data(image);
	glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture when done, so we won't accidentily mess up our texture.
									 // ===================
									 // Texture 2
									 // ===================
	glGenTextures(1, &texture2);
	glBindTexture(GL_TEXTURE_2D, texture2);
	// Set our texture parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	// Set texture filtering
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	// Load, create texture and generate mipmaps
	image = SOIL_load_image("wuhan.jpg", &width, &height, 0, SOIL_LOAD_RGB);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
	glGenerateMipmap(GL_TEXTURE_2D);
	SOIL_free_image_data(image);
	glBindTexture(GL_TEXTURE_2D, 0);

	// Game loop
	while (!glfwWindowShouldClose(window))
	{
		//Set frame time
		GLfloat currentFrame = (GLfloat)glfwGetTime();
		deltaTime = currentFrame - lastFrame;
		lastFrame = currentFrame;

		// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
		glfwPollEvents();
		do_movement();

		// Render
		// Clear the colorbuffer
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		// Activate shader
		ourShader.Use();

		// Bind Textures using texture units
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, texture1);
		glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture1"), 0);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, texture2);
		glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture2"), 1);





		//Create camera transformation
		glm::mat4 view;
		view = camera.GetViewMatrix();
		glm::mat4 projection;
		projection = glm::perspective(camera.Zoom, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 1000.0f);
		//Get the uniform locations
		GLint modelLoc = glGetUniformLocation(ourShader.Program, "model");
		GLint viewLoc = glGetUniformLocation(ourShader.Program, "view");
		GLint projectionLoc = glGetUniformLocation(ourShader.Program, "projection");

		glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
		glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));

		// Draw container
		glBindVertexArray(VAO);
		//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
		for (GLuint i = 0; i < 10; i++)
		{
			glm::mat4 model;
			model = glm::translate(model, cubePositions[i]);
			GLfloat angle = 20.f * i;

			if (i % 3 == 0)
			{
				angle = (GLfloat)glfwGetTime() * 50.0f;
			}
			model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f));
			glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));

			glDrawArrays(GL_TRIANGLES, 0, 36);
		}
		glBindVertexArray(0);

		// Swap the screen buffers
		glfwSwapBuffers(window);

		// Set current value of uniform mix
		glUniform1f(glGetUniformLocation(ourShader.Program, "mixValue"), mixValue);
	}
	// Properly de-allocate all resources once they've outlived their purpose
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	glDeleteBuffers(1, &EBO);
	// Terminate GLFW, clearing any resources allocated by GLFW.
	glfwTerminate();
	return 0;
}

// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
	cout << key << endl;
	if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
		glfwSetWindowShouldClose(window, GL_TRUE);

	if (action == GLFW_PRESS)
		keys[key] = true;
	else if (action == GLFW_RELEASE)
		keys[key] = false;

	// Change value of uniform with arrow keys (sets amount of textre mix)
	if (key == GLFW_KEY_UP && action == GLFW_PRESS)
	{
		mixValue += 0.1f;
		if (mixValue >= 1.0f)
			mixValue = 1.0f;
	}
	if (key == GLFW_KEY_DOWN && action == GLFW_PRESS)
	{
		mixValue -= 0.1f;
		if (mixValue <= 0.0f)
			mixValue = 0.0f;
	}
}

void do_movement()
{
	if (keys[GLFW_KEY_W])
		camera.ProcessKeyboard(FORWARD, deltaTime);
	if (keys[GLFW_KEY_S])
		camera.ProcessKeyboard(BACKWARD, deltaTime);
	if (keys[GLFW_KEY_A])
		camera.ProcessKeyboard(LEFT, deltaTime);
	if (keys[GLFW_KEY_D])
		camera.ProcessKeyboard(RIGHT, deltaTime);
}

void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
	if (firstMouse)
	{
		lastX = xpos;
		lastY = ypos;
		firstMouse = false;
	}
	GLfloat xoffset = xpos - lastX;
	GLfloat yoffset = lastY - ypos;   // Reversed since y-coordinates go from bottom to left

	lastX = xpos;
	lastY = ypos;

	camera.ProcessMouseMovement(xoffset, yoffset);
}

void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
	camera.ProcessMouseScroll(yoffset);
}

Shader.h

#pragma once
#ifndef SHADER_H
#define SHADER_H

#include 
#include 
#include 
#include 
#include 
#include 
using namespace std;

class Shader
{
public:
	GLuint Program;

	Shader(const GLchar *vertexPath, const GLchar *fragmentPath)
	{
		string vertexCode, fragmentCode;
		ifstream vShaderFile, fShaderFile;

		vShaderFile.exceptions(ifstream::badbit);
		fShaderFile.exceptions(ifstream::badbit);
		try {
			vShaderFile.open(vertexPath);
			fShaderFile.open(fragmentPath);

			stringstream vShaderStream, fShaderStream;
			vShaderStream << vShaderFile.rdbuf();
			fShaderStream << fShaderFile.rdbuf();

			vShaderFile.close();
			fShaderFile.close();

			vertexCode = vShaderStream.str();
			fragmentCode = fShaderStream.str();
		}
		catch (std::ifstream::failure e)
		{
			cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ" << endl;
		}

		const GLchar *vShaderCode = vertexCode.c_str();
		const GLchar *fShaderCode = fragmentCode.c_str();

		GLint success;
		GLchar infoLog[512];

		GLuint vertexShader, fragmentShader;
		vertexShader = glCreateShader(GL_VERTEX_SHADER);
		glShaderSource(vertexShader, 1, &vShaderCode, NULL);
		glCompileShader(vertexShader);

		glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
		if (!success)
		{
			glGetShaderInfoLog(vertexShader, 512, NULL, &infoLog[1]);
			cout << "ERROR_CREATE_SHADER\n" << infoLog << endl;
		}

		fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
		glShaderSource(fragmentShader, 1, &fShaderCode, NULL);
		glCompileShader(fragmentShader);

		Program = glCreateProgram();
		glAttachShader(Program, vertexShader);
		glAttachShader(Program, fragmentShader);
		glLinkProgram(Program);

		glGetProgramiv(Program, GL_LINK_STATUS, &success);
		if (!success)
		{
			glGetProgramInfoLog(Program, 512, NULL, infoLog);
			cout << "ERROR_CREATE_PROGRAM\n" << infoLog << endl;
		}

		glDeleteShader(vertexShader);
		glDeleteShader(fragmentShader);
	}

	void Use()
	{
		glUseProgram(this->Program);
	}
};

#endif // !SHADER_H

Camera.h

#include 

#include 
#include 
#include 

using namespace::std;

// Defines several possible options for camera movement. Used as abstraction to 
// stay away from window-system specific input methods
enum Camera_Movement {
	FORWARD,
	BACKWARD,
	LEFT,
	RIGHT
};

//Default camera valuds
const GLfloat YAW = -90.0f;
const GLfloat PITCH = 0.0f;
const GLfloat SPEED = 3.0f;
const GLfloat SENSITIVTY = 0.15f;
const GLfloat ZOOM = 45.0f;

//An abstract camera class that processes input and calculates the corresponding
//Eular Angles, Vectors and Matrices for use in OPENGL
class Camera
{
public:
	//Camera Attributes
	glm::vec3 Position;
	glm::vec3 Front;
	glm::vec3 Up;
	glm::vec3 Right;
	glm::vec3 WorldUp;
	//Eular Angles
	GLfloat Yaw;
	GLfloat Pitch;
	//Camera options
	GLfloat MovementSpeed;
	GLfloat MouseSensitivity;
	GLfloat Zoom;

	//Constructor with vectors
	Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), GLfloat yaw = YAW, GLfloat pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), Zoom(ZOOM)
	{
		this->Position = position;
		this->WorldUp = up;
		this->Yaw = yaw;
		this->Pitch = pitch;
		this->updateCameraVectors();
	}

	//Constructor with Scalar values
	Camera(GLfloat posX, GLfloat posY, GLfloat posZ, GLfloat upX, GLfloat upY, GLfloat upZ, GLfloat yaw, GLfloat pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), Zoom(ZOOM)
	{
		this->Position = glm::vec3(posX, posY, posZ);
		this->WorldUp = glm::vec3(upX, upY, upZ);
		this->Yaw = yaw;
		this->Pitch = pitch;
		this->updateCameraVectors();
	}

	//Return the view matrix calculate using Eular Angles and the LookAt Matrix
	glm::mat4 GetViewMatrix()
	{
		return glm::lookAt(this->Position, this->Position + this->Front, this->Up);
	}

	//Processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM
	void ProcessKeyboard(Camera_Movement direction, GLfloat deltaTime)
	{
		GLfloat velocity = this->MovementSpeed * deltaTime;
		if (direction == FORWARD)
			this->Position += this->Front * velocity;
		if (direction == BACKWARD)
			this->Position -= this->Front * velocity;
		if (direction == LEFT)
			this->Position -= this->Right * velocity;
		if (direction == RIGHT)
			this->Position += this->Right * velocity;

		//real FPS camera, staying on XZ plane
		this->Position.y = 0.0f;
	}

	//Processes input received from a mouse input system. Expects the offset value in both the x and y direction.
	void ProcessMouseMovement(GLfloat xoffset, GLfloat yoffset, GLboolean constrainPitch = true)
	{
		xoffset *= this->MouseSensitivity;
		yoffset *= this->MouseSensitivity;

		this->Yaw += xoffset;
		this->Pitch += yoffset;

		//Make sure that wen pitch is out of bounds, screen doesn't get flipped
		if (constrainPitch)
		{
			if (this->Pitch > 89.0f)
				this->Pitch = 89.0f;
			if (this->Pitch < -89.0f)
				this->Pitch = -89.0f;
		}

		//Update Front, Right and Up Vectros using the updated Eular angles
		this->updateCameraVectors();
	}

	//Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
	void ProcessMouseScroll(GLfloat fov)
	{
		if (this->Zoom > 1.0f && this->Zoom <= 45.0f)
			this->Zoom -= fov;
		if (this->Zoom <= 1.0f)
			this->Zoom = 1.0f;
		if (this->Zoom >= 45.0f)
			this->Zoom = 45.0f;
	}
private:
	// Calculates the front vector from the Camera's (updated) Eular Angles
	void updateCameraVectors()
	{
		//Calculate the new Front vector
		glm::vec3 front;
		front.x = cos(glm::radians(this->Yaw)) * cos(glm::radians(this->Pitch));
		front.y = sin(glm::radians(this->Pitch));
		front.z = sin(glm::radians(this->Yaw)) * cos(glm::radians(this->Pitch));
		this->Front = glm::normalize(front);
		//Also re-calculate the Right and Up vector
		this->Right = glm::normalize(glm::cross(this->Front, this->WorldUp));
		this->Up = glm::normalize(glm::cross(this->Right, this->Front));
	}
};





default.vs:

#version 330 core

layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texCoord;

out vec2 TexCoord;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
	gl_Position = projection * view * model * vec4(position, 1.0f);
	TexCoord = vec2(texCoord.x, 1.0 - texCoord.y);
}

default.frag:

#version 330 core
in vec2 TexCoord;

out vec4 color;

uniform sampler2D ourTexture1;
uniform sampler2D ourTexture2;
uniform float mixValue;

void main()
{
	color = mix(texture(ourTexture1, TexCoord), texture(ourTexture2, TexCoord), mixValue);
}


今天去公司询问了师傅~纹理变化的原因很有可能确实和分辨率有关系,因为测试的所有数据确实符合一个规律:分辨率的width

1.若能被4整除,则显示正常;

2.结果为0.75, 则倾斜

3.结果为0.5,则倾斜 且 变灰色

具体原因还为弄清楚

342 * 256(1.335)	倾斜,变色

高拉长						
							150 * 256(0.585)       倾斜,变色
							300 * 256(1.171)       正常
342 * 257		倾斜,变色			343 * 256(1.339)       倾斜
342 * 342       	倾斜,变色			344 * 256(1.343)       倾斜
342 * 684(0.5)      	倾斜,变色			345 * 256(1.347)       倾斜,变色
							370 * 256(1.445)       倾斜,变色
高缩短

342 * 255(1.341)       倾斜,变色			385 * 256   	       倾斜,变色
342 * 125(2.736)       倾斜,变色			390 * 256(1.523)       倾斜,变色         400 * 263(1.523)正常 
343 * 125(2.744)       倾斜				391 * 256(1.527)       倾斜
341 * 125(2.728)       倾斜,变色(出现横条)		395 * 256(1.542)       倾斜
330 * 125              倾斜,变色(出现横条)		398 * 256(1.554)       倾斜,变色
325 * 125(2.816)       倾斜,变色(出现横条)		399 * 256(1.558)       倾斜
323 * 125(2.584)       倾斜				400 * 256(1.562)       正常
322 * 125(2.576)       倾斜,变色(出现横条)		600 * 256(2.343)       正常
321 * 125(2.568)       倾斜,变色(出现横条)		800 * 256(3.125)       正常
320 * 125(2.560)       正常
300 * 125(2.400)       正常
							
							
							
							
							
							
							
							









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