gluPerspective(60, 1, 4000, 1);
^ zFar
^^^^ zNear
zNear
must be less than zFar
.
Perhaps you meant this:
gluPerspective(60, 1, 1, 4000);
题
Here is my render code. I use a Qt with OpenGL.
static bool firsttime = true;
if(firsttime)
{
glClearColor(0, 0, 0, 0);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, fNoLight);
glLightfv(GL_LIGHT0, GL_AMBIENT, fLowLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, fBrightLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, fBrightLight);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glMateriali(GL_FRONT, GL_SHININESS, 128);
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, 1, 4000, 1);
gluLookAt(fLightPos[0] , fLightPos[1] , fLightPos[2] , 0.0f , 0.0f , 0.0f , 0.0f , 1.0f , 0.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glLightfv(GL_LIGHT0, GL_POSITION, fLightPos);
glColor3f(1,1,0);
glutSolidTorus(5, 15, 8, 128);
glFlush();
Here is the result:
There are very obvious flaw. However, if I set the glShadeMode
to GL_FLAT
, this flaw would disappear. But I don't want to use GL_FLAT
. Could anyone tell me how to fix this?
解决方案
gluPerspective(60, 1, 4000, 1);
^ zFar
^^^^ zNear
zNear
must be less than zFar
.
Perhaps you meant this:
gluPerspective(60, 1, 1, 4000);