攝影機 、運鏡
野 視
fovy:Y方向的視野
aspect ratio:長寬比例
zNear: z方向,近的面
zFar: z方向,遠的面
★ z 沒設定好會有裁切狀況
按右鍵 glFrustum
調整上、下、左、右、遠、近
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///glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
改成 gluPerspective( 60 ,1 ,0.001 ,1000);

///glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
///gluPerspective( 60 ,ar ,0.001 ,1000);
///glOrtho(-1, +1, -1, +1, -1, +1);///預設值,很限制
glOrtho(-3.4, +3.4 ,-2.2, +2.2, -6.0, +16.0);

調整9個位置


用滑鼠可以跟攝影機在動
void motion(int x, int y)///TODO5
{
eyeX = (x-320)/320.0;///TODO5
eyeY = (y-240)/240.0;///TODO5;
glMatrixMode(GL_MODELVIEW); ///TODO5
glLoadIdentity() ;///TODO5
gluLookAt(eyeX,eyeY,eyeZ, centerX,centerY,centerZ, 0,1,0);///TODO5
}
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///glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
改成 gluPerspective( 60 ,1 ,0.001 ,1000);

///glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
///gluPerspective( 60 ,ar ,0.001 ,1000);
///glOrtho(-1, +1, -1, +1, -1, +1);///預設值,很限制
glOrtho(-3.4, +3.4 ,-2.2, +2.2, -6.0, +16.0);

調整9個位置


用滑鼠可以跟攝影機在動
void motion(int x, int y)///TODO5
{
eyeX = (x-320)/320.0;///TODO5
eyeY = (y-240)/240.0;///TODO5;
glMatrixMode(GL_MODELVIEW); ///TODO5
glLoadIdentity() ;///TODO5
gluLookAt(eyeX,eyeY,eyeZ, centerX,centerY,centerZ, 0,1,0);///TODO5
}


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