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冰川-传统(GL_FRONT_AND_BACK, GL_LINE)是否为多角其余部分生产碎片?
原标题:Does glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) produce fragments for the rest of the polygon?
  • 时间:2012-01-12 23:05:00
  •  标签:
  • opengl

我想看到我的三角座的线索,而不是建造一个全新的VBO I,试图使用<条码>glPolygonMode,并用同样的电话再次提取。 这是因为我找不到可以让我把GL_LINE_ LOOP从我的IBO的每3个指数中挑选。

但是,当我利用电线时,三角地的内幕再次成为黑色。 这是因为当一个碎片被抛弃时,其肤色价值被定为零(黑)? 我怎么能把它定下来,这样一片被丢弃的碎片不会被书写或混淆? 碎片是否实际上被抛弃?

最佳回答

我解决了这一问题。 I set glPolygonMode(GL_FRONT_AND_BACK,GL_LINE), 然后被忽略,将其重新贴在GL_FILL上,因此,所有后经手的镜子都是电线。 因此,显而易见的是,多角最终未能填满。

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