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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"><html><head><!-- 这篇文章由Dancingwind翻译,作者的联系方式zhouwei02@mails.tsinghua.edu.cn --><title>NeHe OpenGL教程第四十一课,DancingWind翻译</title>



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    <img alt="NeHe Productions" src="Tutorial_41_files/logo.png" height="130" width="326"></td>
      <td align="center" valign="center"><div align="center"><font class="text"><font class="theme" size="+3"><b><i>第41课</i></b></font></font></div></td>
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            <td width="31%"><img src="Tutorial_41_files/lesson41.jpg" height="180" width="240"></td>
            <td width="69%"><p><font>体积雾气</font></p>
              <p><font size="3">把雾坐标绑定到顶点,你可以在雾中漫游,体验一下吧。</font></p></td>
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    <td class="l" background="Tutorial_41_files/l.png"><img alt="" src="Tutorial_41_files/l.gif" height="28" width="28"></td>
      <td class="back" valign="top" width="100%">这一课我们将介绍体积雾,为了运行这个程序,你的显卡必须支持扩展"GL_EXT_fot_coord"。</td>
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<pre>#include &lt;windows.h&gt;								
#include &lt;gl\gl.h&gt;							
#include &lt;gl\glu.h&gt;								
#include &lt;math.h&gt;								

#include "NeHeGL.h"							

#pragma comment( lib, "opengl32.lib" )						
#pragma comment( lib, "glu32.lib" )					

GL_Window*	g_window;						
Keys*		g_keys;								</pre>
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      <td class="back" valign="top" width="100%">下面的代码设置雾的颜色和摄像机在Z方向的深度</td>
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<pre>GLfloat	fogColor[4] = {0.6f, 0.3f, 0.0f, 1.0f};					<font class="theme">// 雾的颜色 </font>
GLfloat camz;									<font class="theme">// 摄像机在Z方向的深度</font>
</pre>
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      <td class="back" valign="top" width="100%">下面变量GL_FOG_COORDINATE_SOURCE_EXT和GL_FOG_COORDINATE_EXT具有初值,他们在glext.h文件中被定义,这里我们必须感谢Lev 
        Povalahev,它创建了这个文件。如果你想编译你的代码,你必须设置这个值。
        <p>为了使用glFogCoordfExt,我们需要定义这个函数的指针,并在程序运行时把它指向显卡中的函数。</p></td>
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<pre><font class="theme">// 使用FogCoordfEXT它需要的变量</font>
#define GL_FOG_COORDINATE_SOURCE_EXT	0x8450					<font class="theme">// 从GLEXT.H得到的值</font>
#define GL_FOG_COORDINATE_EXT		0x8451					

typedef void (APIENTRY * PFNGLFOGCOORDFEXTPROC) (GLfloat coord);		<font class="theme">// 声明雾坐标函数的原形</font>

PFNGLFOGCOORDFEXTPROC glFogCoordfEXT = NULL;					<font class="theme">// 设置雾坐标函数指针为NULL</font>

GLuint	texture[1];							<font class="theme">// 纹理</font>

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