(float*)controlPoints --> controlPoints[0] 看看
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#include <GL/glu.h>
#include "aux.h"GLfloat ctlpoints[4][4][3];
GLUnurbsObj *theNurb;void init_surface(void)
{
int u, v;
for (u = 0; u < 4; u++) {
for (v = 0; v < 4; v++) {
ctlpoints[u][v][0] = 2.0*((GLfloat)u - 1.5);
ctlpoints[u][v][1] = 2.0*((GLfloat)v - 1.5); if ( (u == 1 || u == 2) && (v == 1 || v == 2))
ctlpoints[u][v][2] = 3.0;
else
ctlpoints[u][v][2] = -3.0;
}
}
}void myinit(void)
{
GLfloat mat_diffuse[] = { 0.7, 0.7, 0.7, 1.0 };
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_shininess[] = { 100.0 }; glClearColor (0.0, 0.0, 0.0, 1.0);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
init_surface(); theNurb = gluNewNurbsRenderer();
gluNurbsProperty(theNurb, GLU_SAMPLING_TOLERANCE, 25.0);
gluNurbsProperty(theNurb, GLU_DISPLAY_MODE, GLU_FILL);
}void display(void)
{
GLfloat knots[8] = {0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0}; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix();
glRotatef(330.0, 1.,0.,0.);
glScalef (0.5, 0.5, 0.5); gluBeginSurface(theNurb);
gluNurbsSurface(theNurb,
8, knots,
8, knots,
4 * 3,
3,
&ctlpoints[0][0][0],
4, 4,
GL_MAP2_VERTEX_3);
gluEndSurface(theNurb); glPopMatrix();
glFlush();
}void myReshape(GLsizei w, GLsizei h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective (45.0, (GLdouble)w/(GLdouble)h, 3.0, 8.0); glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef (0.0, 0.0, -5.0);
}
int main(int argc, char** argv)
{
auxInitDisplayMode (AUX_SINGLE | AUX_RGBA);
auxInitPosition (0, 0, 500, 500);
auxInitWindow (argv[0]);
myinit();
auxReshapeFunc (myReshape);
auxMainLoop(display);
}