glRectf(glfloat x1,glfloat y1,glfloat x2,glfloat y2):x1,y1指定矩形的一个顶点x2,y2指定矩形反方向的顶点。四个点严格等于下面的序列(x1,y1)(x2,y1)(x2,y2)(x1,y2)。如果第二个顶点在第一个顶点的上方和右侧,那么这个矩形将以逆时针旋转方向构造
glRectf(const glfloat *v1,const glfloat *v2):v1一个指向矩形的一个顶点的指针,v2一个指向矩形的一个顶点的指针
像素重叠的解决方案;
在渲染环境设置中加入以下两条语句:
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(1.0f, 0.0f);
glPolygonOffset(factor, bias);offset的计算公式是factor * DZ + bias
glPolygonOffset — set the scale and units used to calculate depth values
void glPolygonOffset( |
GLfloat factor, |
GLfloat units) ; |
factor
Specifies a scale factor that is used to create a variable depth offset for each polygon. The initial value is 0.
units
Is multiplied by an implementation-specific value to create a constant depth offset. The initial value is 0.
When GL_POLYGON_OFFSET_FILL
, GL_POLYGON_OFFSET_LINE
, or GL_POLYGON_OFFSET_POINT
is enabled, each fragment's depth value will be offset after it is interpolated from the depth values of the appropriate vertices. The value of the offset is factor×DZ+r×units, where DZ is a measurement of the change in depth relative to the screen area of the polygon, and r is the smallest value that is guaranteed to produce a resolvable offset for a given implementation. The offset is added before the depth test is performed and before the value is written into the depth buffer.
glPolygonOffset
is useful for rendering hidden-line images, for applying decals to surfaces, and for rendering solids with highlighted edges.
glIsEnabled with argument GL_POLYGON_OFFSET_FILL
, GL_POLYGON_OFFSET_LINE
, or GL_POLYGON_OFFSET_POINT
.
glGet with argument GL_POLYGON_OFFSET_FACTOR
or GL_POLYGON_OFFSET_UNITS
.
glDepthFunc, glEnable, glGet, glIsEnabled
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