刚写了一个OpenGL字体显示类, 发现颜色总是不对, 部分代码如下:
//
绘制文字
glPushAttrib(GL_LIST_BIT | GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT);
glDisable(GL_LIGHTING);
// 文字位置
if (m_screen)
{
double x = m_x,y = m_y;
switch (m_layout)
{
case (LEFT_BOTTOM): break ;
case (LEFT_TOP): /// 左上角
y = m_parent -> GetGLWindow() -> GetSize().y - m_y;
break ;
case (RIGHT_BOTTOM): /// 右下角
x = m_parent -> GetGLWindow() -> GetSize().x - m_x;
break ;
case (RIGHT_TOP): /// 右上角
x = m_parent -> GetGLWindow() -> GetSize().x - m_x;
y = m_parent -> GetGLWindow() -> GetSize().y - m_y;
break ;
case (LEFT_CENTER): /// 左侧中心
y = 0.5 * m_parent -> GetGLWindow() -> GetSize().y + m_y;
break ;
case (TOP_CENTER): /// 顶部中心
x = 0.5 * m_parent -> GetGLWindow() -> GetSize().x + m_x;
y = m_parent -> GetGLWindow() -> GetSize().y - m_y;
break ;
case (BOTTOM_CENTER): /// 底部中性
x = 0.5 * m_parent -> GetGLWindow() -> GetSize().x + m_x;
break ;
case (RIGHT_CENTER): /// 右侧中心
x = m_parent -> GetGLWindow() -> GetSize().x - m_x;
y = 0.5 * m_parent -> GetGLWindow() -> GetSize().y + m_y;
break ;
case (CENTER): /// 屏幕中心
x = 0.5 * m_parent -> GetGLWindow() -> GetSize().x + m_x;
y = 0.5 * m_parent -> GetGLWindow() -> GetSize().y + m_y;
break ;
}
glWindowPos2d(x,y);
}
else
glRasterPos3d(m_x,m_y,m_z);
// 文字颜色,必须在glWindowPos2d和glRasterPos3d前
glColor4fv(Color); // <------
// 调用显示列表
glListBase(m_base);
glCallLists(m_list_len,GL_UNSIGNED_INT,m_lists);
glPopAttrib();
glPushAttrib(GL_LIST_BIT | GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT);
glDisable(GL_LIGHTING);
// 文字位置
if (m_screen)
{
double x = m_x,y = m_y;
switch (m_layout)
{
case (LEFT_BOTTOM): break ;
case (LEFT_TOP): /// 左上角
y = m_parent -> GetGLWindow() -> GetSize().y - m_y;
break ;
case (RIGHT_BOTTOM): /// 右下角
x = m_parent -> GetGLWindow() -> GetSize().x - m_x;
break ;
case (RIGHT_TOP): /// 右上角
x = m_parent -> GetGLWindow() -> GetSize().x - m_x;
y = m_parent -> GetGLWindow() -> GetSize().y - m_y;
break ;
case (LEFT_CENTER): /// 左侧中心
y = 0.5 * m_parent -> GetGLWindow() -> GetSize().y + m_y;
break ;
case (TOP_CENTER): /// 顶部中心
x = 0.5 * m_parent -> GetGLWindow() -> GetSize().x + m_x;
y = m_parent -> GetGLWindow() -> GetSize().y - m_y;
break ;
case (BOTTOM_CENTER): /// 底部中性
x = 0.5 * m_parent -> GetGLWindow() -> GetSize().x + m_x;
break ;
case (RIGHT_CENTER): /// 右侧中心
x = m_parent -> GetGLWindow() -> GetSize().x - m_x;
y = 0.5 * m_parent -> GetGLWindow() -> GetSize().y + m_y;
break ;
case (CENTER): /// 屏幕中心
x = 0.5 * m_parent -> GetGLWindow() -> GetSize().x + m_x;
y = 0.5 * m_parent -> GetGLWindow() -> GetSize().y + m_y;
break ;
}
glWindowPos2d(x,y);
}
else
glRasterPos3d(m_x,m_y,m_z);
// 文字颜色,必须在glWindowPos2d和glRasterPos3d前
glColor4fv(Color); // <------
// 调用显示列表
glListBase(m_base);
glCallLists(m_list_len,GL_UNSIGNED_INT,m_lists);
glPopAttrib();
百思不得其解, 翻开Red Book找到了答案:
8.1.3 选择位图的颜色
... 光栅颜色状态变量被设置为调用函数glRasterPos*()时的颜色, ...
显然只需要调整glColor*和 glRasterPos*的位置即可, 修改后的代码如下:
//
绘制文字
glPushAttrib(GL_LIST_BIT | GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT);
glDisable(GL_LIGHTING);
// 文字颜色,必须在glWindowPos2d和glRasterPos3d前
glColor4fv(Color);
// 文字位置
if (m_screen)
{
double x = m_x,y = m_y;
switch (m_layout)
{
case (LEFT_BOTTOM): break ;
case (LEFT_TOP): /// 左上角
y = m_parent -> GetGLWindow() -> GetSize().y - m_y;
break ;
case (RIGHT_BOTTOM): /// 右下角
x = m_parent -> GetGLWindow() -> GetSize().x - m_x;
break ;
case (RIGHT_TOP): /// 右上角
x = m_parent -> GetGLWindow() -> GetSize().x - m_x;
y = m_parent -> GetGLWindow() -> GetSize().y - m_y;
break ;
case (LEFT_CENTER): /// 左侧中心
y = 0.5 * m_parent -> GetGLWindow() -> GetSize().y + m_y;
break ;
case (TOP_CENTER): /// 顶部中心
x = 0.5 * m_parent -> GetGLWindow() -> GetSize().x + m_x;
y = m_parent -> GetGLWindow() -> GetSize().y - m_y;
break ;
case (BOTTOM_CENTER): /// 底部中性
x = 0.5 * m_parent -> GetGLWindow() -> GetSize().x + m_x;
break ;
case (RIGHT_CENTER): /// 右侧中心
x = m_parent -> GetGLWindow() -> GetSize().x - m_x;
y = 0.5 * m_parent -> GetGLWindow() -> GetSize().y + m_y;
break ;
case (CENTER): /// 屏幕中心
x = 0.5 * m_parent -> GetGLWindow() -> GetSize().x + m_x;
y = 0.5 * m_parent -> GetGLWindow() -> GetSize().y + m_y;
break ;
}
glWindowPos2d(x,y);
}
else
glRasterPos3d(m_x,m_y,m_z);
// 调用显示列表
glListBase(m_base);
glCallLists(m_list_len,GL_UNSIGNED_INT,m_lists);
glPopAttrib();
glPushAttrib(GL_LIST_BIT | GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT);
glDisable(GL_LIGHTING);
// 文字颜色,必须在glWindowPos2d和glRasterPos3d前
glColor4fv(Color);
// 文字位置
if (m_screen)
{
double x = m_x,y = m_y;
switch (m_layout)
{
case (LEFT_BOTTOM): break ;
case (LEFT_TOP): /// 左上角
y = m_parent -> GetGLWindow() -> GetSize().y - m_y;
break ;
case (RIGHT_BOTTOM): /// 右下角
x = m_parent -> GetGLWindow() -> GetSize().x - m_x;
break ;
case (RIGHT_TOP): /// 右上角
x = m_parent -> GetGLWindow() -> GetSize().x - m_x;
y = m_parent -> GetGLWindow() -> GetSize().y - m_y;
break ;
case (LEFT_CENTER): /// 左侧中心
y = 0.5 * m_parent -> GetGLWindow() -> GetSize().y + m_y;
break ;
case (TOP_CENTER): /// 顶部中心
x = 0.5 * m_parent -> GetGLWindow() -> GetSize().x + m_x;
y = m_parent -> GetGLWindow() -> GetSize().y - m_y;
break ;
case (BOTTOM_CENTER): /// 底部中性
x = 0.5 * m_parent -> GetGLWindow() -> GetSize().x + m_x;
break ;
case (RIGHT_CENTER): /// 右侧中心
x = m_parent -> GetGLWindow() -> GetSize().x - m_x;
y = 0.5 * m_parent -> GetGLWindow() -> GetSize().y + m_y;
break ;
case (CENTER): /// 屏幕中心
x = 0.5 * m_parent -> GetGLWindow() -> GetSize().x + m_x;
y = 0.5 * m_parent -> GetGLWindow() -> GetSize().y + m_y;
break ;
}
glWindowPos2d(x,y);
}
else
glRasterPos3d(m_x,m_y,m_z);
// 调用显示列表
glListBase(m_base);
glCallLists(m_list_len,GL_UNSIGNED_INT,m_lists);
glPopAttrib();