In opengl, How can I get relation between pixels and gl.gltranslatef(floatx,y,z)?

别等时光非礼了梦想. 提交于 2019-12-06 10:23:57

glViewpoint tells it what rectangle (in pixels) your OpenGL output should be displayed in.

glFrustum tells it what coordinates in your "world" units should be mapped to that viewport.

An important point: your glFrustum call includes not only a height and width, but also a depth. Since you are specifying a Frustum, not a cube, that means anything with a Z coordinate anywhere but the very front of your frustum will be scaled down appropriately for its distance from the viewer.

As such, when you to a glTranslatef, the distance by which a particular object will move (in terms of pixels) will depend on its distance from the viewer. The further away it is from the viewer, the fewer pixels a particular sideways or up/down will translate to.

Depending on what else you're doing, one easy way to deal with this might be to use glOrtho instead of glFrustum. glOrtho gives orthographic mode, which means no perspective scaling is done, so a given X or Y distance will translate to the same number of pixels, regardless of distance from the viewer.

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