我正在使用WaveFront .obj加載程序,我的第一個目標是獲取從以下.obj文件加載的所有頂點和索引(顯示具有彎曲邊緣的立方體)。WaveFront .obj加載程序不會像它應該顯示對象(VBO&VAO)
# Blender v2.62 (sub 0) OBJ File: 'Cube.blend'
# www.blender.org
o Cube
v 0.900000 -1.000000 -0.900000
v 0.900000 -1.000000 0.900000
v -0.900000 -1.000000 0.900000
v -0.900000 -1.000000 -0.900000
v 0.900000 1.000000 -0.900000
v 0.899999 1.000000 0.900001
v -0.900000 1.000000 0.900000
v -0.900000 1.000000 -0.900000
v 1.000000 -0.900000 -1.000000
v 1.000000 -0.900000 1.000000
v -1.000000 -0.900000 1.000000
v -1.000000 -0.900000 -1.000000
v 1.000000 0.905000 -0.999999
v 0.999999 0.905000 1.000001
v -1.000000 0.905000 1.000000
v -1.000000 0.905000 -1.000000
f 1//1 2//1 3//1
f 1//1 3//1 4//1
f 13//2 9//2 12//2
f 13//2 12//2 16//2
f 5//3 13//3 16//3
f 5//3 16//3 8//3
f 15//4 7//4 8//4
f 15//5 8//5 16//5
f 11//6 15//6 16//6
f 11//6 16//6 12//6
f 14//7 6//7 7//7
f 14//7 7//7 15//7
f 10//8 14//8 11//8
f 14//8 15//8 11//8
f 13//9 5//9 6//9
f 13//9 6//9 14//9
f 9//10 13//10 10//10
f 13//11 14//11 10//11
f 9//12 1//12 4//12
f 9//12 4//12 12//12
f 3//13 11//13 12//13
f 3//14 12//14 4//14
f 2//15 10//15 11//15
f 2//15 11//15 3//15
f 1//16 9//16 10//16
f 1//16 10//16 2//16
f 5//17 8//17 7//17
f 5//17 7//17 6//17
我已經加載的所有頂點,並呼籲verticesVec和indicesVec和我在兩個矢量指數已經檢查過他們倆(他們以正確的順序所有的輸入,verticesVec [0] = 0.9和indicesVec [0] = 1)。我將VertexBufferObject中的頂點以及VerticArrayObject中的索引與着色器字段設置一起加載。
但是,當我渲染多維數據集時,我得到以下圖像不正確。我重新檢查了我所有的代碼,但是我找不到我要出錯的地方。它與向量和向量的字節大小有關嗎?
wrong cube http://imageshack.us/a/img850/6249/wrongcube.png
下面的代碼是從我繪製/ Render方法做所有的渲染。
glUseProgram(theProgram);
GLuint modelToCameraMatrixUnif = glGetUniformLocation(theProgram, "modelToCameraMatrix");
GLuint perspectiveMatrixUnif = glGetUniformLocation(theProgram, "cameraToClipMatrix");
glUniformMatrix4fv(perspectiveMatrixUnif, 1, GL_FALSE, glm::value_ptr(cameraToClipMatrix));
glm::mat4 identity(1.0f);
glutil::MatrixStack stack(identity); // Load identity Matrix
// Push for Camera Stuff
glutil::PushStack camera(stack);
stack.Translate(glm::vec3(camX, camY, camZ));
//Push one step further to fix object 1
glutil::PushStack push(stack);
stack.Translate(glm::vec3(0.0f, 0.0f, 3.0f));
// Draw Blender object
glBindVertexArray(this->load.vertexArrayOBject);
glUniformMatrix4fv(modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(stack.Top()));
glDrawElements(GL_TRIANGLES, this->load.indicesVec.size(), GL_UNSIGNED_SHORT, 0);
// Pop camera (call destructor to de-initialize all dynamic memory)
camera.~PushStack();
// Now reset all buffers/programs
glBindVertexArray(0);
glUseProgram(0);
和緩衝對象在我的obj裝載機初始化:
void Loader::generateVertexBufferObjects()
{
// Fils the vertex buffer object with data
glGenBuffers(1, &vertexBufferObject);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
glBufferData(GL_ARRAY_BUFFER, verticesVec.size() * 4, &verticesVec[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Fills the index buffer object with its data
glGenBuffers(1, &indexBufferObject);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferObject);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesVec.size() * 4, &indicesVec[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void Loader::generateVertexArrayObjects()
{
glGenVertexArrays(1, &vertexArrayOBject);
glBindVertexArray(vertexArrayOBject);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferObject);
glBindVertexArray(0);
}
檢查您的指數。 obj中的索引從1開始,但在openGL中它們從零開始,所以您可能不得不從所有索引中減去1。 –
@VaughnCato:好的!從來沒有想過這個。我添加了一個索引 - ;在將其添加到矢量之前,但它仍然是一個凌亂的立方體,所以存在比索引更多的錯誤:(。 –
您的索引真的很短嗎?您已經爲每個值分配了4個字節,但後來告訴OpenGL它們沒有簽名 – Tim