I made some simple shading in GLSL of a checkers board:
f(P) = [ floor(Px)+floor(Py)+floor(Pz) ] mod 2
It seems to work well except the fact that i see the interior of the objects but i want to see only the front face. Any ideas how to fix this? Thanks!
Teapot (glutSolidTeapot()):
Cube (glutSolidCube开发者_如何学Go):
The vertex shader file is:
varying float x,y,z;
void main(){
gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
x = gl_Position.x;
y = gl_Position.y;
z = gl_Position.z;
}
And the fragment shader file is:
varying float x,y,z;
void main(){
float _x=x;
float _y=y;
float _z=z;
_x=floor(_x);
_y=floor(_y);
_z=floor(_z);
float sum = (_x+_y+_z);
sum = mod(sum,2.0);
gl_FragColor = vec4(sum,sum,sum,1.0);
}
The shaders are not the problem - the face culling is.
You should either disable the face culling (which is not recommended, since it's bad for performance reasons):
glDisable(GL_CULL_FACE);
or use glCullFace
and glFrontFace
to set the culling mode, i.e.:
glEnable(GL_CULL_FACE); // enables face culling
glCullFace(GL_BACK); // tells OpenGL to cull back faces (the sane default setting)
glFrontFace(GL_CW); // tells OpenGL which faces are considered 'front' (use GL_CW or GL_CCW)
The argument to glFrontFace depends on application conventions, i.e. the matrix handedness.
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