我做了一个全屏大小的方块显示在窗口上。
但可悲的是,我被困在改变视点(相机或透视?),使广场看起来很小,在窗口的中心。
正如许多人在网上建议的那样,我遵循了设置矩阵和透视视野的指南,但这并不起作用。
我想知道我的代码中缺少了什么。
private void ImageControl_OnRender(TimeSpan delta)
{
//Create perspective camera matrix
//ImageControl is the name of window
GL.Viewport(0, 0, (int)ImageControl.Width, (int)ImageControl.Height);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
Matrix4 perspectiveMatrix;
Matrix4.CreatePerspectiveFieldOfView(45.0f * (float)Math.PI / 180, (float)(ImageControl.Width / ImageControl.Height), 0.1f, 100.0f, out perspectiveMatrix);
//Set perspective camera
//GL.MatrixMode(MatrixMode.Projection);
//GL.LoadIdentity();
GL.LoadMatrix(ref perspectiveMatrix);
GL.LoadIdentity();
GL.MatrixMode(MatrixMode.Modelview);
//GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
//Now starting to draw objects
//Set the background colour
GL.ClearColor(Color4.SkyBlue);
//Clear the colour and depth buffer for next matrix.
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
//Set the scale of object first hand
//GL.Scale(0.5f, 0.5f, 0.5f);
//GL.Translate() <<< Set the translation of object first hand
GL.Translate(0.0f, 0.0f, -2.0f);
//Set the colour of object first hand
GL.Color3(0.3f, 0.2f, 0.5f);
//Tells that we are going to draw a sqare consisting of vertices. Can be Triangle too!
GL.Begin(PrimitiveType.Quads);
GL.Vertex3(-1.0f, -1.0f, 0.0f);
GL.Vertex3(1.0f, -1.0f, 0.0f);
GL.Vertex3(1.0f, 1.0f, 0.0f);
GL.Vertex3(-1.0f, 1.0f, 0.0f);
//GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
//GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
//GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
GL.End();
GL.Finish();
}
1条答案
按热度按时间vxbzzdmp1#
在投影矩阵之后加载单位矩阵。这将覆盖投影矩阵。请执行以下操作:
请注意,
GL.MatrixMode
会选取目前的矩阵。所有搁置的矩阵作业都会影响选取的矩阵。GL.LoadIdentity
会“清除”矩阵。它会载入Identity matrix。