网格渲染问题libgdx网格、问题、libgdx

2023-09-08 00:00:21 作者:徊卟菿の濄呿

我有一个非常简单的程序,加载的波前OBJ文件,旋转和显示。问题是,该方案的一些问题使得它(如缺少三角形)。我有一个类似的问题,当我试图呈现一个金字塔与讷河的教程采取了顶点缓冲。因此,我不知道是什么造成这种渲染的问题。你能帮助我吗?

 包com.jam.libgdx3DTest;进口com.badlogic.gdx.Game;进口com.badlogic.gdx.Gdx;进口com.badlogic.gdx.graphics *。进口com.badlogic.gdx.graphics.g3d.loaders.obj.ObjLoader;进口的java.io.InputStream;公共类Libgdx3DTest扩展游戏{    私人网shuttleMesh;    私人相机拍照;    私人浮动rotateAngle;    公共无效创建(){        如果(shuttleMesh == NULL){            。InputStream的时间= Gdx.files.internal(shuttle.obj)阅读();            shuttleMesh = ObjLoader.loadObj(以假);        }    }    公共无效渲染(){        Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);        Gdx.gl10.glMatrixMode(GL11.GL_MODELVIEW_MATRIX);        Gdx.gl10.glLoadIdentity();        camera.update();        camera.apply(Gdx.gl10);        rotateAngle + = 0.5F;        Gdx.gl10.glRotatef(rotateAngle,0F,1F,0F);        Gdx.gl10.glRotatef(-90f,1F,0F,0F);        shuttleMesh.render(GL11.GL_TRIANGLES);    }    公共无效调整大小(INT宽度,高度INT){        漂浮的aspectRatio =(浮点)宽/(浮点)高度;        摄像头=新PerspectiveCamera(67,2F *的aspectRatio,2F);        camera.translate(0F,0F,12F);    }    公共无效暂停(){    }    公共无效简历(){    }    公共无效的Dispose(){    }} 

解决方案

我想你可能是具有缠绕的问题,即该模型有不同的绕组比的OpenGL。

OpenGL的绕组逆时针默认情况下,尽管这可以glFrontFace(GL_CW)来改变;

I have a very simple program, that loads an wavefront obj file, rotate and displays it. The problem is that the program renders it with some issues (like missing triangles). I had a similar problem when I tried to render a Pyramid with a vertex buffer taken from NeHe's tutorial. So I don't know what cause this rendering issues. Can you help me?

package com.jam.libgdx3DTest;

import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.*;
import com.badlogic.gdx.graphics.g3d.loaders.obj.ObjLoader;

import java.io.InputStream;

public class Libgdx3DTest extends Game {

    private Mesh shuttleMesh;
    private Camera camera;
    private float rotateAngle;

    public void create() {
        if (shuttleMesh == null) {
            InputStream in = Gdx.files.internal("shuttle.obj").read();
            shuttleMesh = ObjLoader.loadObj(in, false);
        }
    }

    public void render() {
        Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

        Gdx.gl10.glMatrixMode(GL11.GL_MODELVIEW_MATRIX);

        Gdx.gl10.glLoadIdentity();

        camera.update();
        camera.apply(Gdx.gl10);

        rotateAngle += 0.5f;
        Gdx.gl10.glRotatef(rotateAngle, 0f, 1f, 0f);
        Gdx.gl10.glRotatef(-90f, 1f, 0f, 0f);

        shuttleMesh.render(GL11.GL_TRIANGLES);
    }

    public void resize(int width, int height) {
        float aspectRatio = (float) width / (float) height;
        camera = new PerspectiveCamera(67, 2f * aspectRatio, 2f);
        camera.translate(0f, 0f, 12f);
    }

    public void pause(){
    }

    public void resume(){
    }

    public void dispose() {
    }
}
3dmax怎么渲染网格效果

解决方案

I think you might be having winding issues i.e. the model has different winding than OpenGL.

OpenGL Winding is counterclockwise by default though this can be changed with glFrontFace(GL_CW);