glLoadIdentity()与glTranslatef()和glRotatef()--坐标变换
左边的三角形是第一步绘制的,可以看到该三角形绘制的坐标系,实际上是以(-1.5f,0.0f,-6.0f)为原点的。
第二个三角形绘制的时候,由于使用glLoadIdentity()使原点重新回到屏幕中心来,因此其原点位于屏幕的中心。
glRotatef(angle, x, y, z)
与glTranslatef(x, y, z)类似,glRotatef(angle, x, y, z)也是对坐标系进行操作。
旋转轴经过原点,方向为(x,y,z),旋转角度为angle,方向满足右手定则。
////////////////////////////////////////////////////////////////
glLoadIdentity();
glTranslatef(0.0f,0.0f,-6.0f);
glBegin(GL_TRIANGLES);
glVertex3f(0.0f,0.0f, 0.0f);
glVertex3f(1.0f,0.0f, 0.0f);
glVertex3f(0.0f,1.0f, 0.0f);
glEnd();
////////////////////////////////////////////////////////////////
在未旋转的情况下如图所示:

////////////////////////////////////////////////////////////////
glLoadIdentity();
glRotatef(45,0.0f,0.0f,1.0f);
glTranslatef(0.0f,0.0f,-6.0f);
glBegin(GL_TRIANGLES);
glVertex3f(0.0f,0.0f, 0.0f);
glVertex3f(1.0f,0.0f, 0.0f);
glVertex3f(0.0f,1.0f, 0.0f);
glEnd();
////////////////////////////////////////////////////////////////
绕Z轴正向旋转45度角,因为Z轴正方向由屏幕内指向屏幕外,由右手定则可知方向为逆时针转动。
由于直角顶点即为原点,因此将围绕直角逆时针旋转。

?glTranslatef(0.0f, 0.0f, -6.0f);
?glBegin(GL_QUADS);
??glVertex3f(-0.01f,-0.01f, 0.0f);
??glVertex3f( 0.01f,-0.01f, 0.0f);
??glVertex3f( 0.01f, 0.01f, 0.0f);
??glVertex3f(-0.01f, 0.01f, 0.0f);
?glEnd();
?glLoadIdentity();
//?glRotatef(45.0f, 0.0f, 0.0f, 1.0f);
?glTranslatef(1.0f,0.0f,-6.0f);
?
?glBegin(GL_TRIANGLES);
??glVertex3f(0.0f,0.0f, 0.0f);
??glVertex3f(1.0f,0.0f, 0.0f);
??glVertex3f(0.0f,1.0f, 0.0f);
?glEnd();??////////////////////////////////////////////////////////////////

?glTranslatef(0.0f, 0.0f, -6.0f);
?glBegin(GL_QUADS);
??glVertex3f(-0.01f,-0.01f, 0.0f);
??glVertex3f( 0.01f,-0.01f, 0.0f);
??glVertex3f( 0.01f, 0.01f, 0.0f);
??glVertex3f(-0.01f, 0.01f, 0.0f);
?glEnd();
?glLoadIdentity();
?glRotatef(45.0f, 0.0f, 0.0f, 1.0f);
?glTranslatef(1.0f,0.0f,-6.0f);
?
?glBegin(GL_TRIANGLES);
??glVertex3f(0.0f,0.0f, 0.0f);
??glVertex3f(1.0f,0.0f, 0.0f);
??glVertex3f(0.0f,1.0f, 0.0f);
?glEnd();?/////////////////////////////////

?glTranslatef(0.0f, 0.0f, -6.0f);
?glBegin(GL_QUADS);
??glVertex3f(-0.01f,-0.01f, 0.0f);
??glVertex3f( 0.01f,-0.01f, 0.0f);
??glVertex3f( 0.01f, 0.01f, 0.0f);
??glVertex3f(-0.01f, 0.01f, 0.0f);
?glEnd();
?glLoadIdentity();
?glTranslatef(1.0f,0.0f,-6.0f);
?glRotatef(45.0f, 0.0f, 0.0f, 1.0f);
?
?glBegin(GL_TRIANGLES);
??glVertex3f(0.0f,0.0f, 0.0f);
??glVertex3f(1.0f,0.0f, 0.0f);
??glVertex3f(0.0f,1.0f, 0.0f);
?glEnd();//////////////////////////

////////////////////////////////////////////////////////////////
glLoadIdentity();
glRotatef(45,0.0f,0.0f,1.0f);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-6.0f);
glBegin(GL_TRIANGLES);
glVertex3f(0.0f,0.0f, 0.0f);
glVertex3f(1.0f,0.0f, 0.0f);
glVertex3f(0.0f,1.0f, 0.0f);
glEnd();
////////////////////////////////////////////////////////////////
在旋转之后加了一个复位的指令,图形就不会旋转了。
