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前几天对旋转闪屏这个问题很头疼,网上都是些Win32的demo,我又分不清它移植到MFC上到底哪里出毛病了,今天总算找到了一篇有价值的文章,分析了它的代码,发现自己以前写的那个MFC里的框架基本上是对的,旋转也是采用定时器的方式来实现的,只是在设置像素格式的时候犯了一个小错误,才导致了闪屏的现象,修改后就没有这个毛病了。
但今天又发现了一个奇怪的现象:如果要画两个物体,第一个不用纹理贴图,第2个要纹理贴图,我就发现第一个的颜色会干扰到纹理贴图的,结果两个物体的颜色都变得很怪了,怎么能让画完第一个物体后,它的颜色不对第2个产生影响呢?

我想了这么一个办法:画完第一个物体后就:glColor3f(1.0f,1.0f,1.0f);可这样第2个是没有受到干扰了,但第一个又被干扰了。。。

接着向susu请教了下,她说可以在绘制每个物体前应该把当前状态先保存到堆栈中,再等绘制完后取出原来的状态,这样就可以避免相互干扰了。我试了下,可效果发现和上面一样,第2个是没有受到干扰了,但第一个又被干扰了。。。
int
COpenGLDemoView::DrawGLScene()

{//Here'sWhereWeDoAllTheDrawing
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);//ClearScreenAndDepthBuffer
glPushAttrib(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_CURRENT_BIT);
glPushMatrix();
glShadeModel(GL_SMOOTH);
glLoadIdentity();//ResetTheCurrentModelviewMatrix
glTranslatef(-1.5f,0.0f,-6.0f);//物体左移1.5,向内移6,相当于移动镜头一样,让物体进入镜头中
glRotatef(rTri,0.0f,1.0f,0.0f);
glBegin(GL_TRIANGLES);//绘制三角形
glColor3f(1.0f,0.0f,0.0f);//红色
glVertex3f(0.0f,1.0f,0.0f);//三角形的上顶点(前侧面)
glColor3f(0.0f,1.0f,0.0f);//绿色
glVertex3f(-1.0f,-1.0f,1.0f);//三角形的左下顶点(前侧面)
glColor3f(0.0f,0.0f,1.0f);//蓝色
glVertex3f(1.0f,-1.0f,1.0f);//三角形的右下顶点(前侧面)
glColor3f(1.0f,0.0f,0.0f);//红色
glVertex3f(0.0f,1.0f,0.0f);//三角形的上顶点(右侧面)
glColor3f(0.0f,0.0f,1.0f);//蓝色
glVertex3f(1.0f,-1.0f,1.0f);//三角形的左下顶点(右侧面)
glColor3f(0.0f,1.0f,0.0f);//绿色
glVertex3f(1.0f,-1.0f,-1.0f);//三角形的右下顶点(右侧面)
glColor3f(1.0f,0.0f,0.0f);//红色
glVertex3f(0.0f,1.0f,0.0f);//三角形的上顶点(后侧面)
glColor3f(0.0f,1.0f,0.0f);//绿色
glVertex3f(1.0f,-1.0f,-1.0f);//三角形的左下顶点(后侧面)
glColor3f(0.0f,0.0f,1.0f);//蓝色
glVertex3f(-1.0f,-1.0f,-1.0f);//三角形的右下顶点(后侧面)
glColor3f(1.0f,0.0f,0.0f);//红色
glVertex3f(0.0f,1.0f,0.0f);//三角形的上顶点(左侧面)
glColor3f(0.0f,0.0f,1.0f);//蓝色
glVertex3f(-1.0f,-1.0f,-1.0f);//三角形的左下顶点(左侧面)
glColor3f(0.0f,1.0f,0.0f);//绿色
glVertex3f(-1.0f,-1.0f,1.0f);//三角形的右下顶点(左侧面
glEnd();&n