OpenGL一般用glBegin(GL_POLYGON)来画多边形,但是只能画凸多边形。对于带孔的或凹多边形,OpenGL也提供了一种“细分”的方法,其一般步骤如下:
- gluTessBeginPolygon(tobj, NULL);
- gluTessBeginContour(tobj);
- gluTessVertex(tobj, v1, v1);
- gluTessVertex(tobj, v2, v2);
- gluTessVertex(tobj, v3, v3);
- gluTessVertex(tobj, v4, v4);
- gluTessEndContour(tobj);
- gluTessVertex(tobj, v5, v5);
- gluTessVertex(tobj, v6, v6);
- gluTessVertex(tobj, v7, v7);
- gluTessEndContour(tobj);
- gluTessEndPolygon(tobj);
这里v1-v7分别表示代表多边形边的点,类型为GLdouble*。注意的地方就在这里,v1-v7一定要在gluTessEndPolygon(tobj)执行之前空间不被释放,一般地,在开始gluTessBeginContour(tobj)之前多边形的点就应该已经指定了!!!
下面这段代码就是一个典型的错误(这里的data只是一个临时变量):
- gluTessBeginContour(tobj);
- for (i = 0; i < NVERTICES; ++i) {
- GLdouble data[3];
- data[0] = vertex[i][0];
- data[1] = vertex[i][1];
- data[2] = vertex[i][2];
- gluTessVertex(tobj, data, data);
- }
- gluTessEndContour(tobj);
转自:http://blog.youkuaiyun.com/wonggonghong/article/details/16189337