透明立方体有一面没办法透明的解决OpenGL

我在百度看到有人说“那个是底,不可能透明的。”,我觉得不对。我就试着做了一下,我刚开始画5个面时都能透明,然后我试着把四边形的六个面分成俩组,每组3个面,把 glEnable(GL_BLEND);   // Turn Blending On
 glDisable(GL_DEPTH_TEST); // Turn Depth Testing Off
 glBlendFunc(GL_SRC_ALPHA,GL_ONE);     // Set The Blending Function For Translucency
 glColor4f(1.0f, 1.0f, 1.0f, 0.3); // Full Brightness.  50% Alpha
写了俩次就行了。代码如下:

void CTestView::DrawScene(void)
{
 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 glPushMatrix();

    glTranslatef(0.0f, 0.0f, -5);
  glRotatef(wAngleX, 1.0f, 0.0f, 0.0f);
  glRotatef(wAngleY, 0.0f, 1.0f, 0.0f);
  glRotatef(wAngleZ, 0.0f, 0.0f, 1.0f);
  wAngleX += 1.0f;
  wAngleY += 1.5f;
  wAngleZ += 1.0f;
 
 
glEnable(GL_BLEND);   // Turn Blending On
 glDisable(GL_DEPTH_TEST); // Turn Depth Testing Off
 glBlendFunc(GL_SRC_ALPHA,GL_ONE);     // Set The Blending Function For Translucency
 glColor4f(1.0f, 1.0f, 1.0f, 0.3); // Full Brightness.  50% Alpha

       glBindTexture(GL_TEXTURE_2D, texture[0]);
    glBegin(GL_QUADS);
     glNormal3f( 0.0f, 0.0f, -1.0f);
  glTexCoord2f(1.0f, 0.0f); glVertex3f(-a, -a, -a);
  glTexCoord2f(1.0f, 1.0f); glVertex3f(-a,  a, -a);
  glTexCoord2f(0.0f, 1.0f); glVertex3f( a,  a, -a);
  glTexCoord2f(0.0f, 0.0f); glVertex3f( a, -a, -a);
       glEnd();
    glBindTexture(GL_TEXTURE_2D, texture[1]);
    glBegin(GL_QUADS);
  glNormal3f( 0.0f, 0.0f, 1.0f);
  glTexCoord2f(0.0f, 0.0f); glVertex3f(-a, -a,  a);
  glTexCoord2f(1.0f, 0.0f); glVertex3f( a, -a,  a);
  glTexCoord2f(1.0f, 1.0f); glVertex3f( a,  a,  a);
  glTexCoord2f(0.0f, 1.0f); glVertex3f(-a,  a,  a);
  glEnd();
       glBindTexture(GL_TEXTURE_2D, texture[2]);
    glBegin(GL_QUADS);
  glNormal3f( 0.0f, 1.0f, 0.0f);
  glTexCoord2f(0.0f, 1.0f); glVertex3f(-a,  a, -a);
  glTexCoord2f(0.0f, 0.0f); glVertex3f(-a,  a,  a);
  glTexCoord2f(1.0f, 0.0f); glVertex3f( a, a,  a);
  glTexCoord2f(1.0f, 1.0f); glVertex3f( a,  a, -a);
       glEnd();
 glEnable(GL_BLEND);   // Turn Blending On
 glDisable(GL_DEPTH_TEST); // Turn Depth Testing Off
 glBlendFunc(GL_SRC_ALPHA,GL_ONE);     // Set The Blending Function For Translucency
 glColor4f(1.0f, 1.0f, 1.0f, 0.3); // Full Brightness.  50% Alpha
    glBindTexture(GL_TEXTURE_2D, texture[3]);
    glBegin(GL_QUADS);
     glNormal3f( 0.0f, -1.0f, 0.0f);
  glTexCoord2f(1.0f, 1.0f); glVertex3f(-a, -a, -a);
  glTexCoord2f(0.0f, 1.0f); glVertex3f( a, -a, -a);
  glTexCoord2f(0.0f, 0.0f); glVertex3f( a, -a,  a);
  glTexCoord2f(1.0f, 0.0f); glVertex3f(-a, -a,  a);
        glEnd();
       glBindTexture(GL_TEXTURE_2D, texture[4]);
    glBegin(GL_QUADS);
     glNormal3f( 1.0f, 0.0f, 0.0f);
  glTexCoord2f(1.0f, 0.0f); glVertex3f( a, -a, -a);
  glTexCoord2f(1.0f, 1.0f); glVertex3f( a,  a, -a);
  glTexCoord2f(0.0f, 1.0f); glVertex3f( a,  a,  a);
  glTexCoord2f(0.0f, 0.0f); glVertex3f( a, -a,  a);
      glEnd();
      glBindTexture(GL_TEXTURE_2D, texture[5]);
    glBegin(GL_QUADS);
     glNormal3f( -1.0f, 0.0f, 0.0f);
  glTexCoord2f(0.0f, 0.0f); glVertex3f(-a, -a, -a);
  glTexCoord2f(1.0f, 0.0f); glVertex3f(-a, -a,  a);
  glTexCoord2f(1.0f, 1.0f); glVertex3f(-a,  a,  a);
  glTexCoord2f(0.0f, 1.0f); glVertex3f(-a,  a, -a);
 glEnd();
 glPopMatrix();
 //利用双缓存的机制,实现动画
 SwapBuffers(wglGetCurrentDC());
}

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