输出如下:
我的代码是这样的:
(...)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glColor3f(1.0f, 1.0f, 1.0f);
glTranslatef(-10,0,0);
glRotatef(-17.14f,0,1,0);
////////////////////////////////////////////////////////////////////
for(int i=1;i<=21;i++){
glTranslatef(10,0,0);
glRotatef(17.14f,0,1,0);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);glVertex3f(-BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2);
glTexCoord2f(1.0f, 0.0f);glVertex3f(BOX_SIZE / 2, -BOX_SIZE / 2, BOX_SIZE / 2);
glTexCoord2f(1.0f, 1.0f);glVertex3f(BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2);
glTexCoord2f(0.0f, 1.0f);glVertex3f(-BOX_SIZE / 2, BOX_SIZE / 2, BOX_SIZE / 2);
glEnd();
}
(...)
它基本上是一个图像旋转盘(稍后会更改它们)。
最佳答案
启用depth buffering .
关于c++ - 远处的物体与近处的物体重叠。这是为什么?我该如何解决它?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/10176049/