GLUT只运行一次显示回调,不输出到终端
问题描述:
我的GLUT程序行为非常出乎意料。它所做的一切(它应该做的)就是将屏幕清除为蓝色,并画出一个远离距离的紫色三角形。GLUT只运行一次显示回调,不输出到终端
首先,这里是我的代码:
#include <GL/glut.h>
#include <iostream>
class Ground{
private:
float zpos;
public:
Ground(){
zpos = -5.0f;
}
void Render(){
glColor3f(1.0,0.0,1.0);
glBegin(GL_TRIANGLES);
glVertex3f(0,0,zpos);
glVertex3f(0,1,zpos);
glVertex3f(1,1,zpos);
glEnd();
zpos -= 0.1f;
}
};
class Skybox{
public:
Skybox(){
}
void Render(){
glClearColor(0.5, 0.8, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
}
};
Skybox s;
Ground g;
void init(void)
{
s = Skybox();
g = Ground();
glShadeModel (GL_SMOOTH);
glMatrixMode(GL_MODELVIEW);
glDepthFunc(GL_LEQUAL);
glViewport(0,0,glutGet(GLUT_SCREEN_WIDTH), glutGet(GLUT_SCREEN_HEIGHT));
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60,glutGet(GLUT_SCREEN_WIDTH)/glutGet(GLUT_SCREEN_HEIGHT),0.1,100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void display(void)
{
std::cout << "Hi";
glClearColor(0,0,0,0);
glClearDepth(1);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
s.Render();
g.Render();
glLoadIdentity();
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow ("Umm");
init();
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
但是,代码没有按照预期工作 - 紫色三角形不会退回到的距离,它保持静止了,简单cout
没有按”即使做任何事情! (但不知何故,所有的显示功能后的代码被执行,但只有一次?)
我在做什么错?
答
将计时器回调后重新显示现在每一次:
void timer(int value)
{
glutPostRedisplay();
glutTimerFunc(16, timer, 0);
}
否则display()
将只在操作系统感觉就像是,通常被称为after an expose/damage/paint event (like a window resize, or exposing more of the window by moving another window off of it)。
一起:
#include <GL/glut.h>
#include <iostream>
class Ground{
private:
float zpos;
public:
Ground(){
zpos = -5.0f;
}
void Render(){
glColor3f(1.0,0.0,1.0);
glBegin(GL_TRIANGLES);
glVertex3f(0,0,zpos);
glVertex3f(0,1,zpos);
glVertex3f(1,1,zpos);
glEnd();
zpos -= 0.1f;
}
};
class Skybox{
public:
Skybox(){
}
void Render(){
glClearColor(0.5, 0.8, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
}
};
Skybox s;
Ground g;
void init(void)
{
s = Skybox();
g = Ground();
glShadeModel (GL_SMOOTH);
glMatrixMode(GL_MODELVIEW);
glDepthFunc(GL_LEQUAL);
glViewport(0,0,glutGet(GLUT_SCREEN_WIDTH), glutGet(GLUT_SCREEN_HEIGHT));
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60,glutGet(GLUT_SCREEN_WIDTH)/glutGet(GLUT_SCREEN_HEIGHT),0.1,100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void display(void)
{
std::cout << "Hi";
glClearColor(0,0,0,0);
glClearDepth(1);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
s.Render();
g.Render();
glLoadIdentity();
glutSwapBuffers();
}
void timer(int value)
{
glutTimerFunc(16, timer, 0);
glutPostRedisplay();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow ("Umm");
init();
glutTimerFunc(0, timer, 0);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
请问为什么 “喜” 永远不会显示?是因为它不是主线程的一部分吗? – acer
@acer:[我的工作很好](http://i.stack.imgur.com/2HN03.png)。不知道你的设置有什么不同。 – genpfault