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..... 錯誤 !未定義書簽。 此外也可用于 三維 游戲設計及其他領域。尤其是在軍事方面關于武器研制和飛行器試驗中,通過該手段可以獲取豐富的仿真數(shù)據(jù),是一種經(jīng)濟方便的可視化分析和研究的方法。 本文基于 OpenGL,應用 Visual C++ 平臺,用 C++編程對飛行器的飛行場景進行了設計與仿真這樣做的目的是由于在實際操縱中,使用真實的飛機來訓練新操作手的風險和代價是很高的,所以 ,在實驗室中使用模擬訓練器來訓練是國內(nèi)外通常采用的有效方法。 關鍵詞: OpenGL, Visual C++, 飛行 器, 紋理貼圖 II The 3D dynamic realtime display of flight attitude Abstract Three dimension visual simulation is a main research topic in the field of virtual reality, it can use the puter for people to set up a virtual scene, fidelity and reliability are higher in the current has a widespread application in many fields, including interactive game entertainment, large engineering roaming, urban planning, etc. Especially on weapons in the military field experiments, and aircraft can get rich by the means of simulation data, is an economic and convenient method of visualization analysis and research. The paper uses C + + programming design and simulate the scene of aircraft flight based on the OpenGL and apply Visual C + + platform. Thanks to using the real aircraft to train new operators ,the risks and costs are high when in the actual manipulation, so at home and abroad, the effective method of training operators is through the training simulators in the laboratory .The article uses texture mapping method to achieve a simulation of the sky and the ground, aircraft polygons and use the keyboard to the operation of the aircraft, at the same time ,adding the fog and light to increase the realism of the scene. The results of the program is in line with the expectations, further more ,it have a significance effect on the actual manipulation .Also can be used in the design of 3 d games and other fields. Key words:OpenGL, Visual C++, aircraft, Texture map III 目 錄 中文摘要 ........................................................................................................ I 英文摘要 ....................................................................................................... II 1 緒論 ......................................................................................................... 1 前言 ............................................................................................................................ 1 國內(nèi)外相關研究情況 ................................................................................................ 2 本文研究的目的及主要內(nèi)容 .................................................................................... 2 2 實時性 ..................................................................................................... 4 實時性 ........................................................................................................................ 4 實時性的重要性 ........................................................................................................ 4 實時性的實現(xiàn) ............................................................................................................ 4 顯示列表的優(yōu)勢 ........................................................................................ 5 顯示列表的適用場合 ................................................................................ 5 創(chuàng)建顯示列表 ............................................................................................ 6 執(zhí)行顯示列表 ............................................................................................ 6 管理顯示列表 ............................................................................................ 6 3 三維模型操作及場景繪制原理 .............................................................. 8 基本框架 .................................................................................................................... 8 構(gòu)建應用程序框架 .................................................................................... 8 建立圖形操作描述表 ................................................................................ 8 設置像素格式 ............................................................................................ 8 坐標變換 ..................................................................................................................... 9 視圖變換 .................................................................................................. 11 模型變換 .................................................................................................. 11 投影變換 .................................................................................................. 12 視區(qū)變換 .................................................................................................. 12 紋理映射 ................................................................................................................... 12 紋理 .......................................................................................................... 12 紋理數(shù)據(jù) .................................................................................................. 13 漫游的原理 .............................................................................................................. 14 屏幕顯示 .................................................................................................................. 15 4 場景的構(gòu)建 ............................................................................................ 17 天空的構(gòu)建 .............................................................................................................. 17 地面 .......................................................................................................................... 19 IV 地面的生成 .............................................................................................. 19 地面中的水 .............................................................................................. 23 飛行器 ...................................................................................................................... 24 飛行器的構(gòu)建 .................................