나는 보셀 기반의 게임을 만들고 있는데, 필요에 따라 블록 렌더링 엔진을 만들고 있습니다.보이지 않는 얼굴 렌더링을 멈추는 방법
포인트는 큐브를 많이 생성해야한다는 것입니다. 16x16x16 블록 이상의 블록을 렌더링 할 때마다 FPS는 모든 큐브의 6면 모두를 렌더링하기 때문에 거의 떨어지지 않습니다. 그건 24 576 쿼드이고, 나는 그것을 원하지 않습니다.
내 질문은 볼 수없는 정점 렌더링 (또는 쿼드)을 중단하고 게임 성능을 향상시키는 방법입니다. 그들을 렌더링
public void renderBlock(int posx, int posy, int posz) {
try{
//t.bind();
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);// or even GL_FRONT_AND_BACK */);
glPushMatrix();
GL11.glTranslatef((2*posx+0.5f),(2*posy+0.5f),(2*posz+0.5f)); // Move Right 1.5 Units And Into The Screen 6.0
GL11.glRotatef(rquad,1.0f,1.0f,1.0f);
glBegin(GL_QUADS); // Draw A Quad
GL11.glColor3f(0.5f, 0.4f, 0.4f); // Set The Color To Green
GL11.glTexCoord2f(0,0);
GL11.glVertex3f(1f, 1f,-1f); // Top Right Of The Quad (Top)
GL11.glTexCoord2f(1,0);
GL11.glVertex3f(-1f, 1f,-1f); // Top Left Of The Quad (Top)
GL11.glTexCoord2f(1,1);
GL11.glVertex3f(-1f, 1f, 1f); // Bottom Left Of The Quad (Top)
GL11.glTexCoord2f(0,1);
GL11.glVertex3f(1f, 1f, 1f); // Bottom Right Of The Quad (Top)
//GL11.glColor3f(1.2f,0.5f,0.9f); // Set The Color To Orange
GL11.glTexCoord2f(0,0);
GL11.glVertex3f(1f,-1f, 1f); // Top Right Of The Quad (Bottom)
GL11.glTexCoord2f(0,1);
GL11.glVertex3f(-1f,-1f, 1f); // Top Left Of The Quad (Bottom)
GL11.glTexCoord2f(1,1);
GL11.glVertex3f(-1f,-1f,-1f); // Bottom Left Of The Quad (Bottom)
GL11.glTexCoord2f(1,0);
GL11.glVertex3f(1f,-1f,-1f); // Bottom Right Of The Quad (Bottom)
//GL11.glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
GL11.glTexCoord2f(0,0);
GL11.glVertex3f(1f, 1f, 1f); // Top Right Of The Quad (Front)
GL11.glTexCoord2f(1,0);
GL11.glVertex3f(-1f, 1f, 1f); // Top Left Of The Quad (Front)
GL11.glTexCoord2f(1,1);
GL11.glVertex3f(-1f,-1f, 1f); // Bottom Left Of The Quad (Front)
GL11.glTexCoord2f(0,1);
GL11.glVertex3f(1f,-1f, 1f); // Bottom Right Of The Quad (Front)
//GL11.glColor3f(1f,0.5f,0.0f); // Set The Color To Yellow
GL11.glTexCoord2f(0,0);
GL11.glVertex3f(1f,-1f,-1f); // Bottom Left Of The Quad (Back)
GL11.glTexCoord2f(1,0);
GL11.glVertex3f(-1f,-1f,-1f); // Bottom Right Of The Quad (Back)
GL11.glTexCoord2f(1,1);
GL11.glVertex3f(-1f, 1f,-1f); // Top Right Of The Quad (Back)
GL11.glTexCoord2f(0,1);
GL11.glVertex3f(1f, 1f,-1f); // Top Left Of The Quad (Back)
//GL11.glColor3f(0.0f,0.0f,0.3f); // Set The Color To Blue
GL11.glTexCoord2f(0,1);
GL11.glVertex3f(-1f, 1f, 1f); // Top Right Of The Quad (Left)
GL11.glTexCoord2f(1,1);
GL11.glVertex3f(-1f, 1f,-1f); // Top Left Of The Quad (Left)
GL11.glTexCoord2f(1,0);
GL11.glVertex3f(-1f,-1f,-1f); // Bottom Left Of The Quad (Left)
GL11.glTexCoord2f(0,0);
GL11.glVertex3f(-1f,-1f, 1f); // Bottom Right Of The Quad (Left)
//GL11.glColor3f(0.5f,0.0f,0.5f); // Set The Color To Violet
GL11.glTexCoord2f(0,0);
GL11.glVertex3f(1f, 1f,-1f); // Top Right Of The Quad (Right)
GL11.glTexCoord2f(1,0);
GL11.glVertex3f(1f, 1f, 1f); // Top Left Of The Quad (Right)
GL11.glTexCoord2f(1,1);
GL11.glVertex3f(1f,-1f, 1f); // Bottom Left Of The Quad (Right)
GL11.glTexCoord2f(0,1);
GL11.glVertex3f(1f,-1f,-1f); // Bottom Right Of The Quad (Right)
//rquad+=0.0001f;
glEnd();
glPopMatrix();
}catch(NullPointerException t){t.printStackTrace(); System.out.println("rendering block failed");}
}
여기
입니다 코드 :
private void render() {
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT|GL11.GL_DEPTH_BUFFER_BIT);
for(int y=0; y<32; y++){
for(int x=0; x<16; x++){
for(int z=0; z<16; z++) {
b.renderBlock(x, y, z);
}
}
}
}
누구든지 도움이 될 것입니다. – TheMorfeus
[Unit-Cube World에서 Minecraft에서 얼굴 제거를하는 방법?] (http://stackoverflow.com/questions/6319655/how-to-do-face-removal-in-a-unit- 큐브 - 세계 - 라 - 미니 크래프트) –