OpenGL输出窗口立即收缩到0 x 0窗口

我在OpenGL程序中遇到了问题,使用在Visual Studio 2012中编译和运行的OpenGLUT。程序编译得很好,当我按下运行一个800 x 600的窗口打开并显示我想要的图像。 但是,窗口会立即开始收缩,直到它在大约2秒内达到0 x 0,然后保持打开状态。 我不太确定问题是什么,Googlesearch没有提供相关信息。 以下是问题的一些截图:

这是程序启动后的截图。

上面的截图是在程序启动后立即进行的。 下面的屏幕截图是在程序启动后一秒钟左右没有任何交互的情况下拍摄的。

在这里输入图像说明

输出窗口继续收缩,直到尺寸为0 x 0。 这是我的代码,任何build议都会有帮助。

#ifdef __APPLE_CC__ #include <GLUT/glut.h> #else #include <OpenGlut.h> #endif // Clears the window and draws the tetrahedron. The tetrahedron is easily // specified with a triangle strip, though the specification really isn't very // easy to read. void display() { glClear(GL_COLOR_BUFFER_BIT); // Draw a white grid "floor" for the tetrahedron to sit on. glColor3f(1.0, 1.0, 1.0); glBegin(GL_LINES); for (GLfloat i = -2.5; i <= 2.5; i += 0.25) { glVertex3f(i, 0, 2.5); glVertex3f(i, 0, -2.5); glVertex3f(2.5, 0, i); glVertex3f(-2.5, 0, i); } glEnd(); // Draw the tetrahedron. It is a four sided figure, so when defining it // with a triangle strip we have to repeat the last two vertices. glBegin(GL_TRIANGLE_STRIP); glColor3f(1, 1, 1); glVertex3f(0, 2, 0); glColor3f(1, 0, 0); glVertex3f(-1, 0, 1); glColor3f(0, 1, 0); glVertex3f(1, 0, 1); glColor3f(0, 0, 1); glVertex3f(0, 0, -1.4); glColor3f(1, 1, 1); glVertex3f(0, 2, 0); glColor3f(1, 0, 0); glVertex3f(-1, 0, 1); glEnd(); glFlush(); } // Sets up global attributes like clear color and drawing color, enables and // initializes any needed modes (in this case we want backfaces culled), and // sets up the desired projection and modelview matrices. It is cleaner to // define these operations in a function separate from main(). void init() { // Set the current clear color to sky blue and the current drawing color to // white. glClearColor(0.1, 0.39, 0.88, 1.0); glColor3f(1.0, 1.0, 1.0); // Tell the rendering engine not to draw backfaces. Without this code, // all four faces of the tetrahedron would be drawn and it is possible // that faces farther away could be drawn after nearer to the viewer. // Since there is only one closed polyhedron in the whole scene, // eliminating the drawing of backfaces gives us the realism we need. // THIS DOES NOT WORK IN GENERAL. glEnable(GL_CULL_FACE); glCullFace(GL_BACK); // Set the camera lens so that we have a perspective viewing volume whose // horizontal bounds at the near clipping plane are -2..2 and vertical // bounds are -1.5..1.5. The near clipping plane is 1 unit from the camera // and the far clipping plane is 40 units away. glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-2, 2, -1.5, 1.5, 1, 40); // Set up transforms so that the tetrahedron which is defined right at // the origin will be rotated and moved into the view volume. First we // rotate 70 degrees around y so we can see a lot of the left side. // Then we rotate 50 degrees around x to "drop" the top of the pyramid // down a bit. Then we move the object back 3 units "into the screen". glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0, 0, -3); glRotatef(50, 1, 0, 0); glRotatef(70, 0, 1, 0); } // Initializes GLUT, the display mode, and main window; registers callbacks; // does application initialization; enters the main event loop. int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowPosition(80, 80); glutInitWindowSize(800, 600); glutCreateWindow("A Simple Tetrahedron"); glutDisplayFunc(display); init(); glutMainLoop(); } 

可能是最好的解决方案 – 放弃GLUT。 我建议你改用GLFW 。

GLFW:

  • 有更多的功能。
  • 更简单。
  • 有一个更好的设计API。
  • 现代化,正在积极发展。
  • 有一个非常好的文档。
  • 只是工作。