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我是 OpenGL 的新手,遇到了这个问题:我正在尝试渲染多个半透明的立方体,这些立方体在彼此的内部,而立方体背面的一些面被切掉了。这也取决于我从哪里看立方体内部(见 gif)。
https://i.imgur.com/bL4U8BS.gifv
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, transparentTexture);
for (int i = 0; i < CacheSizeInfo.size(); ++i)
{
int totalCacheSize = CacheSizeInfo[i][0]* CacheSizeInfo[i][1]* CacheSizeInfo[i][2];
std::vector<float> Cachecolor = { CacheColorInfo[i][0], CacheColorInfo[i][1], CacheColorInfo[i][2]};
int cacheOffset = (renderIndex / totalCacheSize) * totalCacheSize;
mat4 translationMatrix = glm::translate(mat4(1.0f), modelMatrices[cacheOffset]);
glUniformMatrix4fv(glGetUniformLocation(shaderID, "translation"), 1, GL_FALSE, &translationMatrix[0][0]);
glUniform3fv(glGetUniformLocation(shaderID, "color"), 1, &Cachecolor[0]);
glBindVertexArray(CacheVAOInfo[i]);
glDrawArrays(GL_TRIANGLES, 0, CacheVertexCountInfo[i]);
glBindVertexArray(0);
}
}
mat4 translationMatrix = glm::mat4(1.0f);
glUniformMatrix4fv(glGetUniformLocation(shaderID, "translation"), 1, GL_FALSE, &translationMatrix[0][0]);
glUniform3fv(glGetUniformLocation(shaderID, "color"), 1, &matColor[0]);
glBindVertexArray(VAO_Matrix);
glDrawArrays(GL_TRIANGLES,0, mainMatSize*3);
glBindVertexArray(0);
首先,我启用深度测试并将其设置为 GL_LESS。然后我绑定(bind)透明纹理。之后,在 for 循环中,我渲染绿色矩阵,然后在循环外渲染白色矩阵。