Pygame OpenGL 3D 立方体滞后
Pygame OpenGL 3D Cube Lag
我正在学习一个在 pyOpenGL 上相当陈旧的教程系列,我正在做的和他做的完全一样。但是我遇到了延迟 - 我有 AMD FX-6300 和 8gb ram,GTX-1050ti,文件存储在闪存驱动器上。我读过一些使用 glBegin
和 glEnd
会导致问题的地方?我应该使用什么来代替以及如何在这段代码中使用它:
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
import random
"""
- A Cube has 8 Nodes/Verticies
- 12 Lines/connections
- 6 Sides
"""
vertices = (
(1, -1, -1),
(1, 1, -1),
(-1, 1, -1),
(-1, -1, -1),
(1, -1, 1),
(1, 1, 1),
(-1, -1, 1),
(-1, 1, 1)
)
edges = ( #Contains vertexes/nodes
(0, 1),
(0, 3),
(0, 4),
(2, 1),
(2, 3),
(2, 7),
(6, 3),
(6, 4),
(6, 7),
(5, 1),
(5, 4),
(5, 7)
)
surfaces = (
(0,1,2,3),
(3,2,7,6),
(6,7,5,4),
(4,5,1,0),
(1,5,7,2),
(4,0,3,6),
)
colors = (
(1,0,0),
(0,1,0),
(0,0,1),
(0,0,0,),
(1,1,1),
(0,1,1),
(1,0,0),
(0,1,0),
(0,0,1),
(0,0,0,),
(1,1,1),
(0,1,1),
)
def set_vertices(max_distance):
#Create change between each cube
x_value_change = random.randrange(-10, 10)
y_value_change = random.randrange(-10, 10)
z_value_change = random.randrange(-1 * max_distance, -20)
new_vertices = []
for vert in vertices:
new_vert = []
new_x = vert[0] + x_value_change
new_y = vert[1] + y_value_change
new_z = vert[2] + z_value_change
new_vert.append(new_x)
new_vert.append(new_y)
new_vert.append(new_z)
new_vertices.append(new_vert) #Appends (1, 1, 1)
return new_vertices
def Cube(veritces):
glBegin(GL_QUADS)
for surface in surfaces:
x = 0
for vertex in surface:
x += 1
glColor3fv((colors[x]))
glVertex3fv(vertices[vertex])
glEnd()
glBegin(GL_LINES)
for edge in edges:
for vertex in edge:
glVertex3fv(vertices[vertex]) #Draws vertex's in position given according to vertices array
glEnd()
def main():
pygame.init()
display = (1000, 800)
pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
gluPerspective(45, (display[0]/display[1]), 0.1, 50.0) #FOV, aspect ratio. clipping plane min, max
glTranslatef(random.randrange(-5, 5), random.randrange(-5, 5), -40) #X,Y,Z -5 to zoom out on z axis
#glRotatef(25, 1, 20, 0) #Degrees, x,y,z
object_passed = False
max_distance = 300
cube_dict = {}
for x in range(75): #Draws 75 cubes
cube_dict[x] = set_vertices(max_distance) #Returns a new cube set of vertices
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x_move = 0.3
if event.key == pygame.K_RIGHT:
x_move = -0.3
if event.key == pygame.K_UP:
y_move = -0.3
if event.key == pygame.K_DOWN:
y_move = 0.3
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
x_move = 0
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
y_move = 0
"""
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 4:
glTranslatef(0, 0, 1)
if event.button == 5:
glTranslatef(0, 0, -1)
"""
#glRotatef(1, 1, 1, 1)
x = glGetDoublev(GL_MODELVIEW_MATRIX)
camera_x = x[3][0] #Access camera cordinates
camera_y = x[3][1]
camera_z = x[3][2]
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) #Clears the screen
glTranslatef(x_move, y_move, 0.5)
for each_cube in cube_dict:
Cube(cube_dict[each_cube])
pygame.display.flip() #Cant use update
pygame.time.wait(10)
main()
pygame.quit()
quit()
教程是here
谢谢!!
I have read some places that using glBegin
and glEnd
cause issues? What should I use instead ...
glBegin
和 glEnd
的绘图在现代 OpenGL 中已弃用
(参见 Fixed Function Pipeline 和
Legacy OpenGL)。
在现代 OpenGL Vertices are Specified 中
Vertex Buffer Objects 和
Vertex Array Object
一切都是使用 Shader program.
绘制的
作为朝这个方向迈出的第一步,我建议使用 Vertex Buffer Objects 和客户端功能
The commands
void VertexPointer( int size, enum type, sizei stride, const void *pointer );
void NormalPointer( enum type, sizei stride, const void *pointer );
void ColorPointer( int size, enum type, sizei stride, const void *pointer );
void SecondaryColorPointer( int size, enum type, sizei stride, const void *pointer );
void IndexPointer( enum type, sizei stride, const void *pointer );
void EdgeFlagPointer( sizei stride, const void *pointer );
void FogCoordPointer( enum type, sizei stride, const void *pointer );
void TexCoordPointer( int size, enum type, sizei stride, const void *pointer );
specify the location and organization of arrays to store vertex coordinates, normals, colors, secondary colors, color indices, edge flags, fog coordinates.
[...]
An individual array is enabled or disabled by calling one of
void EnableClientState( enum array );
void DisableClientState( enum array );
with array set to VERTEX_ARRAY
, NORMAL_ARRAY
, COLOR_ARRAY
, SECONDARY_COLOR_ARRAY
, INDEX_ARRAY
, EDGE_FLAG_ARRAY
, FOG_COORD_ARRAY
, or TEXTURE_COORD_ARRAY
, for the vertex, normal, color, secondary color, color index, edge flag, fog coordinate, or texture coordinate array, respectively.
要做到这一点,您必须做好准备,并且必须包括 NumPy:
import numpy
为顶点缓冲区对象创建全局变量并为面创建属性集(颜色和顶点坐标对)并为面创建顶点缓冲区对象(顶点坐标和颜色)。
最后为边的顶点坐标创建顶点缓冲对象:
def main():
global face_vbos, edge_vbo
.....
# define the vertex buffers vor the faces
vertex_array = []
color_array = []
for face in range(len(surfaces)):
for vertex in surfaces[face]:
vertex_array .append( vertices[vertex] )
color_array.append( colors[face] )
face_vbos = glGenBuffers(2)
glBindBuffer(GL_ARRAY_BUFFER, face_vbos[0])
glBufferData( GL_ARRAY_BUFFER, numpy.array( vertex_array, dtype=numpy.float32 ), GL_STATIC_DRAW )
glBindBuffer(GL_ARRAY_BUFFER, face_vbos[1])
glBufferData( GL_ARRAY_BUFFER, numpy.array( color_array, dtype=numpy.float32 ), GL_STATIC_DRAW )
glBindBuffer(GL_ARRAY_BUFFER, 0)
# define the vertex buffer for the edges
edge_vbo = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, edge_vbo)
glBufferData( GL_ARRAY_BUFFER, numpy.array( vertices, dtype=numpy.float32 ), GL_STATIC_DRAW )
glBindBuffer(GL_ARRAY_BUFFER, 0)
while True:
# [...]
当您绘制面和边时,您已经定义了一个顶点数据数组 (glVertexPointer
)
并定义一组颜色 (glColorPointer
)
启用客户端功能 (glEnableClientState
)。
人脸可以用glDrawArrays
绘制,因为颜色的所有坐标都存储在
一个连续的数组(vertex_array
和 color_array
-> face_vbos
)。
必须使用索引 edges
glDrawElements
绘制边,
因为顶点(vertices
-> edge_vbo
)必须被索引以形成线:
def Cube(veritces):
global face_vbos, edge_vbo
# draw faces
glBindBuffer(GL_ARRAY_BUFFER, face_vbos[0])
glVertexPointer( 3, GL_FLOAT, 0, None )
glEnableClientState( GL_VERTEX_ARRAY )
glBindBuffer(GL_ARRAY_BUFFER, face_vbos[1])
glColorPointer( 3, GL_FLOAT, 0, None )
glEnableClientState( GL_COLOR_ARRAY )
glBindBuffer(GL_ARRAY_BUFFER, 0)
glDrawArrays(GL_QUADS, 0, 6*4)
glDisableClientState( GL_VERTEX_ARRAY )
glDisableClientState( GL_COLOR_ARRAY )
#draw edges
glBindBuffer(GL_ARRAY_BUFFER, edge_vbo)
glVertexPointer( 3, GL_FLOAT, 0, None )
glEnableClientState( GL_VERTEX_ARRAY )
glBindBuffer(GL_ARRAY_BUFFER, 0)
glColor3f( 1, 1, 0 )
glDrawElements(GL_LINES, 2*12, GL_UNSIGNED_INT, numpy.array( edges, dtype=numpy.uint32 ))
glDisableClientState( GL_VERTEX_ARRAY )
这可以通过使用 Vertex Array Objects 进一步改进
和边缘的 Index buffer:
def main():
global face_vao, edge_vao
# [...]
# define the vertex buffers vor the faces
attribute_array = []
for face in range(len(surfaces)):
for vertex in surfaces[face ]:
attribute_array.append( vertices[vertex] )
attribute_array.append( colors[face] )
face_vbos = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, face_vbos)
glBufferData( GL_ARRAY_BUFFER, numpy.array( attribute_array, dtype=numpy.float32 ), GL_STATIC_DRAW )
glBindBuffer(GL_ARRAY_BUFFER, 0)
# define the vertex array object for the faces
face_vao = glGenVertexArrays( 1 )
glBindVertexArray( face_vao )
glBindBuffer(GL_ARRAY_BUFFER, face_vbos)
glVertexPointer( 3, GL_FLOAT, 6*4, None )
glEnableClientState( GL_VERTEX_ARRAY )
glColorPointer( 3, GL_FLOAT, 6*4, ctypes.cast(3*4, ctypes.c_void_p) )
glEnableClientState( GL_COLOR_ARRAY )
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray( 0 )
# define the vertex buffer for the edges
edge_vbo = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, edge_vbo)
glBufferData( GL_ARRAY_BUFFER, numpy.array( vertices, dtype=numpy.float32 ), GL_STATIC_DRAW )
glBindBuffer(GL_ARRAY_BUFFER, 0)
# define the vertex array object for the edges
edge_vao = glGenVertexArrays( 1 )
glBindVertexArray( edge_vao )
glBindBuffer(GL_ARRAY_BUFFER, edge_vbo)
glVertexPointer( 3, GL_FLOAT, 0, None )
glEnableClientState( GL_VERTEX_ARRAY )
glBindBuffer(GL_ARRAY_BUFFER, 0)
edge_ibo = glGenBuffers(1)
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, edge_ibo )
glBufferData( GL_ELEMENT_ARRAY_BUFFER, numpy.array( edges, dtype=numpy.uint32 ), GL_STATIC_DRAW )
glBindVertexArray( 0 )
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 )
while True:
# [...]
def Cube(veritces):
global face_vao, edge_vao
# draw faces
glBindVertexArray( face_vao )
glDrawArrays( GL_QUADS, 0, 6*4 )
glBindVertexArray( 0 )
#draw edges
glColor3f( 1, 1, 0 )
glBindVertexArray( edge_vao )
glDrawElements( GL_LINES, 2*12, GL_UNSIGNED_INT, None )
glBindVertexArray( 0 )
您可以通过 Face Culling 获得进一步的性能改进
并启用 Depth Test。
深度测试应该是less或者eauel,这样边缘就不会被faces覆盖:
# enable depth test (less or equal)
glEnable( GL_DEPTH_TEST )
glDepthFunc( GL_LEQUAL )
# enable back face culling (front faces are drawn clockwise)
glEnable( GL_CULL_FACE )
glCullFace( GL_BACK )
glFrontFace( GL_CW )
请注意,在 OpenGL 中以“现代”方式绘制几何图形的最后一步是使用 Shader program 和
将 glEnableClientState
分别替换为 glEnableVertexAttribArray
和 glVertexPointer
分别将 glColorPointer
替换为 glVertexAttribPointer
(当然是通过使用适当的参数)。
我正在学习一个在 pyOpenGL 上相当陈旧的教程系列,我正在做的和他做的完全一样。但是我遇到了延迟 - 我有 AMD FX-6300 和 8gb ram,GTX-1050ti,文件存储在闪存驱动器上。我读过一些使用 glBegin
和 glEnd
会导致问题的地方?我应该使用什么来代替以及如何在这段代码中使用它:
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
import random
"""
- A Cube has 8 Nodes/Verticies
- 12 Lines/connections
- 6 Sides
"""
vertices = (
(1, -1, -1),
(1, 1, -1),
(-1, 1, -1),
(-1, -1, -1),
(1, -1, 1),
(1, 1, 1),
(-1, -1, 1),
(-1, 1, 1)
)
edges = ( #Contains vertexes/nodes
(0, 1),
(0, 3),
(0, 4),
(2, 1),
(2, 3),
(2, 7),
(6, 3),
(6, 4),
(6, 7),
(5, 1),
(5, 4),
(5, 7)
)
surfaces = (
(0,1,2,3),
(3,2,7,6),
(6,7,5,4),
(4,5,1,0),
(1,5,7,2),
(4,0,3,6),
)
colors = (
(1,0,0),
(0,1,0),
(0,0,1),
(0,0,0,),
(1,1,1),
(0,1,1),
(1,0,0),
(0,1,0),
(0,0,1),
(0,0,0,),
(1,1,1),
(0,1,1),
)
def set_vertices(max_distance):
#Create change between each cube
x_value_change = random.randrange(-10, 10)
y_value_change = random.randrange(-10, 10)
z_value_change = random.randrange(-1 * max_distance, -20)
new_vertices = []
for vert in vertices:
new_vert = []
new_x = vert[0] + x_value_change
new_y = vert[1] + y_value_change
new_z = vert[2] + z_value_change
new_vert.append(new_x)
new_vert.append(new_y)
new_vert.append(new_z)
new_vertices.append(new_vert) #Appends (1, 1, 1)
return new_vertices
def Cube(veritces):
glBegin(GL_QUADS)
for surface in surfaces:
x = 0
for vertex in surface:
x += 1
glColor3fv((colors[x]))
glVertex3fv(vertices[vertex])
glEnd()
glBegin(GL_LINES)
for edge in edges:
for vertex in edge:
glVertex3fv(vertices[vertex]) #Draws vertex's in position given according to vertices array
glEnd()
def main():
pygame.init()
display = (1000, 800)
pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
gluPerspective(45, (display[0]/display[1]), 0.1, 50.0) #FOV, aspect ratio. clipping plane min, max
glTranslatef(random.randrange(-5, 5), random.randrange(-5, 5), -40) #X,Y,Z -5 to zoom out on z axis
#glRotatef(25, 1, 20, 0) #Degrees, x,y,z
object_passed = False
max_distance = 300
cube_dict = {}
for x in range(75): #Draws 75 cubes
cube_dict[x] = set_vertices(max_distance) #Returns a new cube set of vertices
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x_move = 0.3
if event.key == pygame.K_RIGHT:
x_move = -0.3
if event.key == pygame.K_UP:
y_move = -0.3
if event.key == pygame.K_DOWN:
y_move = 0.3
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
x_move = 0
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
y_move = 0
"""
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 4:
glTranslatef(0, 0, 1)
if event.button == 5:
glTranslatef(0, 0, -1)
"""
#glRotatef(1, 1, 1, 1)
x = glGetDoublev(GL_MODELVIEW_MATRIX)
camera_x = x[3][0] #Access camera cordinates
camera_y = x[3][1]
camera_z = x[3][2]
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) #Clears the screen
glTranslatef(x_move, y_move, 0.5)
for each_cube in cube_dict:
Cube(cube_dict[each_cube])
pygame.display.flip() #Cant use update
pygame.time.wait(10)
main()
pygame.quit()
quit()
教程是here
谢谢!!
I have read some places that using
glBegin
andglEnd
cause issues? What should I use instead ...
glBegin
和 glEnd
的绘图在现代 OpenGL 中已弃用
(参见 Fixed Function Pipeline 和
Legacy OpenGL)。
在现代 OpenGL Vertices are Specified 中
Vertex Buffer Objects 和
Vertex Array Object
一切都是使用 Shader program.
作为朝这个方向迈出的第一步,我建议使用 Vertex Buffer Objects 和客户端功能
The commands
void VertexPointer( int size, enum type, sizei stride, const void *pointer ); void NormalPointer( enum type, sizei stride, const void *pointer ); void ColorPointer( int size, enum type, sizei stride, const void *pointer ); void SecondaryColorPointer( int size, enum type, sizei stride, const void *pointer ); void IndexPointer( enum type, sizei stride, const void *pointer ); void EdgeFlagPointer( sizei stride, const void *pointer ); void FogCoordPointer( enum type, sizei stride, const void *pointer ); void TexCoordPointer( int size, enum type, sizei stride, const void *pointer );
specify the location and organization of arrays to store vertex coordinates, normals, colors, secondary colors, color indices, edge flags, fog coordinates.
[...]
An individual array is enabled or disabled by calling one of
void EnableClientState( enum array ); void DisableClientState( enum array );
with array set to
VERTEX_ARRAY
,NORMAL_ARRAY
,COLOR_ARRAY
,SECONDARY_COLOR_ARRAY
,INDEX_ARRAY
,EDGE_FLAG_ARRAY
,FOG_COORD_ARRAY
, orTEXTURE_COORD_ARRAY
, for the vertex, normal, color, secondary color, color index, edge flag, fog coordinate, or texture coordinate array, respectively.
要做到这一点,您必须做好准备,并且必须包括 NumPy:
import numpy
为顶点缓冲区对象创建全局变量并为面创建属性集(颜色和顶点坐标对)并为面创建顶点缓冲区对象(顶点坐标和颜色)。 最后为边的顶点坐标创建顶点缓冲对象:
def main():
global face_vbos, edge_vbo
.....
# define the vertex buffers vor the faces
vertex_array = []
color_array = []
for face in range(len(surfaces)):
for vertex in surfaces[face]:
vertex_array .append( vertices[vertex] )
color_array.append( colors[face] )
face_vbos = glGenBuffers(2)
glBindBuffer(GL_ARRAY_BUFFER, face_vbos[0])
glBufferData( GL_ARRAY_BUFFER, numpy.array( vertex_array, dtype=numpy.float32 ), GL_STATIC_DRAW )
glBindBuffer(GL_ARRAY_BUFFER, face_vbos[1])
glBufferData( GL_ARRAY_BUFFER, numpy.array( color_array, dtype=numpy.float32 ), GL_STATIC_DRAW )
glBindBuffer(GL_ARRAY_BUFFER, 0)
# define the vertex buffer for the edges
edge_vbo = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, edge_vbo)
glBufferData( GL_ARRAY_BUFFER, numpy.array( vertices, dtype=numpy.float32 ), GL_STATIC_DRAW )
glBindBuffer(GL_ARRAY_BUFFER, 0)
while True:
# [...]
当您绘制面和边时,您已经定义了一个顶点数据数组 (glVertexPointer
)
并定义一组颜色 (glColorPointer
)
启用客户端功能 (glEnableClientState
)。
人脸可以用glDrawArrays
绘制,因为颜色的所有坐标都存储在
一个连续的数组(vertex_array
和 color_array
-> face_vbos
)。
必须使用索引 edges
glDrawElements
绘制边,
因为顶点(vertices
-> edge_vbo
)必须被索引以形成线:
def Cube(veritces):
global face_vbos, edge_vbo
# draw faces
glBindBuffer(GL_ARRAY_BUFFER, face_vbos[0])
glVertexPointer( 3, GL_FLOAT, 0, None )
glEnableClientState( GL_VERTEX_ARRAY )
glBindBuffer(GL_ARRAY_BUFFER, face_vbos[1])
glColorPointer( 3, GL_FLOAT, 0, None )
glEnableClientState( GL_COLOR_ARRAY )
glBindBuffer(GL_ARRAY_BUFFER, 0)
glDrawArrays(GL_QUADS, 0, 6*4)
glDisableClientState( GL_VERTEX_ARRAY )
glDisableClientState( GL_COLOR_ARRAY )
#draw edges
glBindBuffer(GL_ARRAY_BUFFER, edge_vbo)
glVertexPointer( 3, GL_FLOAT, 0, None )
glEnableClientState( GL_VERTEX_ARRAY )
glBindBuffer(GL_ARRAY_BUFFER, 0)
glColor3f( 1, 1, 0 )
glDrawElements(GL_LINES, 2*12, GL_UNSIGNED_INT, numpy.array( edges, dtype=numpy.uint32 ))
glDisableClientState( GL_VERTEX_ARRAY )
这可以通过使用 Vertex Array Objects 进一步改进 和边缘的 Index buffer:
def main():
global face_vao, edge_vao
# [...]
# define the vertex buffers vor the faces
attribute_array = []
for face in range(len(surfaces)):
for vertex in surfaces[face ]:
attribute_array.append( vertices[vertex] )
attribute_array.append( colors[face] )
face_vbos = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, face_vbos)
glBufferData( GL_ARRAY_BUFFER, numpy.array( attribute_array, dtype=numpy.float32 ), GL_STATIC_DRAW )
glBindBuffer(GL_ARRAY_BUFFER, 0)
# define the vertex array object for the faces
face_vao = glGenVertexArrays( 1 )
glBindVertexArray( face_vao )
glBindBuffer(GL_ARRAY_BUFFER, face_vbos)
glVertexPointer( 3, GL_FLOAT, 6*4, None )
glEnableClientState( GL_VERTEX_ARRAY )
glColorPointer( 3, GL_FLOAT, 6*4, ctypes.cast(3*4, ctypes.c_void_p) )
glEnableClientState( GL_COLOR_ARRAY )
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray( 0 )
# define the vertex buffer for the edges
edge_vbo = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, edge_vbo)
glBufferData( GL_ARRAY_BUFFER, numpy.array( vertices, dtype=numpy.float32 ), GL_STATIC_DRAW )
glBindBuffer(GL_ARRAY_BUFFER, 0)
# define the vertex array object for the edges
edge_vao = glGenVertexArrays( 1 )
glBindVertexArray( edge_vao )
glBindBuffer(GL_ARRAY_BUFFER, edge_vbo)
glVertexPointer( 3, GL_FLOAT, 0, None )
glEnableClientState( GL_VERTEX_ARRAY )
glBindBuffer(GL_ARRAY_BUFFER, 0)
edge_ibo = glGenBuffers(1)
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, edge_ibo )
glBufferData( GL_ELEMENT_ARRAY_BUFFER, numpy.array( edges, dtype=numpy.uint32 ), GL_STATIC_DRAW )
glBindVertexArray( 0 )
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 )
while True:
# [...]
def Cube(veritces):
global face_vao, edge_vao
# draw faces
glBindVertexArray( face_vao )
glDrawArrays( GL_QUADS, 0, 6*4 )
glBindVertexArray( 0 )
#draw edges
glColor3f( 1, 1, 0 )
glBindVertexArray( edge_vao )
glDrawElements( GL_LINES, 2*12, GL_UNSIGNED_INT, None )
glBindVertexArray( 0 )
您可以通过 Face Culling 获得进一步的性能改进 并启用 Depth Test。 深度测试应该是less或者eauel,这样边缘就不会被faces覆盖:
# enable depth test (less or equal)
glEnable( GL_DEPTH_TEST )
glDepthFunc( GL_LEQUAL )
# enable back face culling (front faces are drawn clockwise)
glEnable( GL_CULL_FACE )
glCullFace( GL_BACK )
glFrontFace( GL_CW )
请注意,在 OpenGL 中以“现代”方式绘制几何图形的最后一步是使用 Shader program 和
将 glEnableClientState
分别替换为 glEnableVertexAttribArray
和 glVertexPointer
分别将 glColorPointer
替换为 glVertexAttribPointer
(当然是通过使用适当的参数)。