最近做游戏的时候遇到了一个小问题,我们的游戏是2D、3D结合的(准确的说是主菜单、议会界面是2D的,但是真实打斗场景为3D),由2D切换到3D没有问题,但是由3D切换回2D问题就来了:每次切换都只有glClear()管用,其余的加载图片之类的都显示不了。经过分析感
最近做游戏的时候遇到了一个小问题,我们的游戏是2D、3D结合的(准确的说是主菜单、议会界面是2D的,但是真实打斗场景为3D),由2D切换到3D没有问题,但是由3D切换回2D问题就来了:每次切换都只有glClear()管用,其余的加载图片之类的都显示不了。经过分析感觉应该是视图矩阵的问题,因为在3D场景中我们多次调用了glLookAt()、gluPerspective()等函数,而每调用一次,OpenGL的机理是把当前矩阵乘上转换算子,所以每次都乘,到了2D场景的时候如果不转换回来就会出问题。
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解决这个问题有两种办法,第一种是在display()函数里通过glPushMatrix()、glPopMatrix()解决。但是我们遇到的问题是可能在display中Push、Pop的次数太多,导致最终这种办法不行。还有一种就是在初始状态下记录初始矩阵,在将切换回2D的时候恢复初始矩阵。
可通过
glGetIntegerv(GL_VIEWPORT,&view); //viewport
glGetDoublev(GL_MODELVIEW_MATRIX,&model);//model
glGetDoublev(GL_PROJECTION_MATRIX,&proj);//projection
得到。
但是我们只要得到一次而且是第一次的矩阵就可以,所以要借助一个static int变量。具体实现代码:
void my_display(void){ static flagggg; if(flagggg==0){ //只取第一次的初始矩阵 glGetIntegerv(GL_VIEWPORT,&view); //viewport glGetDoublev(GL_MODELVIEW_MATRIX,&model);//model glGetDoublev(GL_PROJECTION_MATRIX,&proj);//projection flagggg=1; } /************************************************************** 模式入口 **************************************************************/ if(Enter_Mode==-1) introduction(); else if(Enter_Mode==0) main_menu(); else if(Enter_Mode==1){ adventure(); //此处是3D } else if(Enter_Mode==2){ //此处是2D,会由上面一种模式切换到此模式,需要矩阵还原 glLoadMatrixd(view); glMatrixMode(GL_MODELVIEW); glLoadMatrixd(model); glMatrixMode(GL_PROJECTION); glLoadMatrixd(proj); congress(); } else if(Enter_Mode==3) achievement(); else if(Enter_Mode==4) quit(); else if(Enter_Mode==5) complete(); /**************************************************************/ }
其中,view、model、proj被我定义为了全局变量,它们是:
GLint view[4]; GLdouble model[16]; GLdouble proj[16];

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