请把代码粘贴在这里
glPushAttrib(GL_EDGE_FLAG);
glBegin(GL_TRIANGLE_STRIP);
glEdgeFlag(GL_TRUE);
glVertex2f(150.0,300.0);
glEdgeFlag(GL_FALSE);
glVertex2f(150.0,200.0);
glEdgeFlag(GL_TRUE);
glVertex2f(250.0,250.0);
glVertex2f(300.0,150.0);
glEnd();
glPopAttrib();//GL_EDGE_FLAG
glPushAttrib(GL_EDGE_FLAG);
glBegin(GL_TRIANGLE_STRIP);
glEdgeFlag(GL_TRUE);
glVertex2f(300.0,270.0);
glEdgeFlag(GL_FALSE);
glVertex2f(250.0,250.0);
glEdgeFlag(GL_TRUE);
glVertex2f(350.0,200.0);
glVertex2f(300.0,150.0);
glEnd();
glPopAttrib();//GL_EDGE_FLAG
```

https://msdn.microsoft.com/en-us/library/ms537067(VS.85).aspx
The vertices of
connected triangles and connected quadrilaterals are always marked as boundary, regardless of the value of the edge flag.