📄 tutorial_12.htm
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<pre> glNewList(box,GL_COMPILE); <font color="#ffffaa">// 创建第一个显示列表</font>
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<td valign="top" width="100%"><p>下面这部分的代码画出一个没有顶部的盒子,它不会出现在屏幕上,只会存储在显示列表里。</p>
<p> 你可以在glNewList()和glEngList()中间加上任何你想加上的代码。可以设置颜色,贴图等等。唯一不能加进去的代码就是会改变显示列表的代码。显示列表一旦建立,你就不能改变它。</p>
<p> 比如你想加上glColor3ub(rand()%255,rand()%255,rand()%255),使得每一次画物体时都会有不同的颜色。但因为显示列表只会建立一次,所以每次画物体的时候颜色都不会改变。物体将会保持第一次建立显示列表时的颜色。
如果你想改变显示列表的颜色,你只有在调用显示列表之前改变颜色。后面将详细解释这一点。</p></td>
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</font><pre><font color="#aaffaa" size="3"> glBegin(GL_QUADS); <font color="#ffffaa">// 开始绘制四边形</font>
<font color="#ffffaa">// 底面</font>
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
<font color="#ffffaa">// 前面</font>
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
<font color="#ffffaa">// 后面</font>
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
<font color="#ffffaa">// 右面</font>
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
<font color="#ffffaa">// 左面</font>
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd(); <font color="#ffffaa">// 四边形绘制结束</font>
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<td valign="top" width="100%"> 用glEngList()命令,我们告诉OpenGL我们已经完成了一个显示列表。在glNewList()和glEngList()之间的任何东西就是显示列表的一部分。<br></td>
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<pre> glEndList(); <font color="#ffffaa">// 第一个显示列表结束</font>
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<td valign="top" width="100%">现在我们来建立第二个显示列表。在上一个显示列表的指针上加1,就得到了第二个显示列表的指针。第二个显示列表的指针命名为“top”。<br></td>
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<pre> top=box+1; <font color="#ffffaa">// 第二个显示列表的名称</font>
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<td valign="top" width="100%">现在我们知道了第二个显示列表的指针,我们可以建立它了。<br></td>
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<pre> glNewList(top,GL_COMPILE); <font color="#ffffaa">// 盒子顶部的显示列表</font>
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<td valign="top" width="100%">下面的代码画出盒子的顶部。</td>
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<pre> glBegin(GL_QUADS); <font color="#ffffaa">// 开始绘制四边形</font>
<font color="#ffffaa">// 上面</font>
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glEnd(); <font color="#ffffaa">// 结束绘制四边形</font>
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<td background="Tutorial_12_files/l.gif"><img src="Tutorial_12_files/l.gif" height="28" width="28"></td>
<td valign="top" width="100%">然后告诉OpenGL第二个显示列表建立完毕。</td>
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<td><img src="Tutorial_12_files/bl.gif" height="28" width="28"></td>
<td width="100%"><img src="Tutorial_12_files/bc.gif" height="28" width="100%"></td>
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<pre> glEndList(); <font color="#ffffaa">// 第二个显示列表创建完毕</font>
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