直线:
glBegin(GL_LINES);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f(1.0f,0.0f,0.0f);
glEnd();
线带和线环:
glBegin(GL_LINE_STRIP);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f(0.0f,1.0f,0.0f);
glVertex3f(1.0f,0.0f,0.0f);
glEnd();
直线宽度:
Void glLineWidth(GLfloat width);
直线画点:
glEnable(GL_LINE _STIPPLE);
void glLineStipple( GLint factor , GLushortpattern);
pattern参数是一个16位的值,它指定了一个模式,供绘直线所用。它的每个位都表示线段的一部分或者处于打开状态,或者处于关闭状态。在默认情况下,每个位对应一个像素,但factor参数可以作为乘法因子增加模式的宽度。
三角形:
glBegin(GL_TRIANGLES);
glVertex2f(0.0f,0.0f,0.0f);
glVertex2f(1.0f,0.0f,0.0f);
glVertex2f(0.0f,1.0f,0.0f);
glVertex2f(0.0f,0.0f,1.0f);
glVertex2f(-2.0f,0.0f,0.0f);
glVertex2f(2.0f,0.0f,0.0f);
glEnd();
着色模式:
glshadeModel(GL_FLAT);//单调着色,用当前颜色(也就是最后一个顶点的颜色)填充
glshadeModel(GL_SMOOTH);//渐变着色
多边形正面:
glFrontFace(GL_CW); GL_CW参数是告诉OpenGL顺时针环绕的多边形将被认为是正面
glFrontFace(GL_CCW); GL_CCW参数是告诉OpenGL逆时针环绕的多边形将被认为是正面
深度测试:
深度测试是一种有效的用