Nehe第四课

主要用来旋转图形:

1.定义两个变量用来存储角度

GLfloat rtri;             //三角形旋转角度
GLfloat rquak; //正方形旋转角度

2.函数glRotatef(rtri,1.0f,0.0f,0.0f)用来设置如何旋转

3.旋转之后,要重置模型矩阵glLoadIdentity();此时焦点回到屏幕中心

4.glTranslatef(1.5f,0.0f,-6.0f);用来移到新的位置

5.设置每次旋转的角度

rquak += -1.5f;
rtri +=1.0f;


源代码:

int DrawGLScene(GLvoid)								// 从这里开始进行所有的绘制
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);			// 清除屏幕和深度缓存
	glLoadIdentity();							// 重置当前的模型观察矩阵
	
	glTranslatef(-1.5f,0.0f,-6.0f);
	glRotatef(rtri,1.0f,0.0f,0.0f);
	glBegin(GL_TRIANGLES);
		glColor3f(1.0f,0.0f,0.0f);
		glVertex3f(0.0f,1.0f,0.0f);
		glColor3f(0.0f,1.0f,0.0f);
		glVertex3f(-1.0f,-1.0f,0.0f);
		glColor3f(0.0f,0.0f,1.0f);
		glVertex3f(1.0f,-1.0f,0.0f);
	glEnd();

	glLoadIdentity();
	glTranslatef(1.5f,0.0f,-6.0f);
	glRotatef(rquak,0.0f,1.0f,0.0f);
	glColor3f(0.0f,0.0f,1.0f);
	glBegin(GL_QUADS);
		glVertex3f(-1.0f,1.0f,0.0f);
		glVertex3f(1.0f,1.0f,0.0f);
		glVertex3f(1.0f,-1.0f,0.0f);
		glVertex3f(-1.0f,-1.0f,0.0f);
	glEnd();
	rquak += -1.5f;
	rtri +=1.0f;
	return true;								// 继续运行
}


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