有誰知道爲什麼被拋出這個錯誤?陣列vertex_buffer_object必須綁定調用此方法
我以爲我使用glEnableVertexAttribArray
時,我綁定到VBO
?
com.jogamp.opengl.GLException: array vertex_buffer_object must be bound to call this method
at jogamp.opengl.gl4.GL4bcImpl.checkBufferObject(GL4bcImpl.java:39146)
at jogamp.opengl.gl4.GL4bcImpl.checkArrayVBOBound(GL4bcImpl.java:39178)
at jogamp.opengl.gl4.GL4bcImpl.glVertexAttribPointer(GL4bcImpl.java:37371)
這是我的代碼繪製..
public void draw(final GL2ES2 gl, Matrix4f projectionMatrix, Matrix4f viewMatrix, int shaderProgram, final Vec3 position, final float angle) {
// enable glsl
gl.glUseProgram(shaderProgram);
// enable alpha
gl.glEnable(GL2ES2.GL_BLEND);
gl.glBlendFunc(GL2ES2.GL_SRC_ALPHA, GL2ES2.GL_ONE_MINUS_SRC_ALPHA);
// get handle to glsl variables
mPositionHandle = gl.glGetAttribLocation(shaderProgram, "vPosition");
setmColorHandle(gl.glGetUniformLocation(shaderProgram, "vColor"));
mProj = gl.glGetUniformLocation(shaderProgram, "mProj");
mView = gl.glGetUniformLocation(shaderProgram, "mView");
mModel = gl.glGetUniformLocation(shaderProgram, "mModel");
// perform translations
getModelMatrix().loadIdentity();
getModelMatrix().translate(new Vec3(position.x * 60.0f, position.y * 60.0f, position.z * 60.0f));
getModelMatrix().rotate(angle, 0, 0, 1);
// set glsl variables
gl.glUniform4fv(getmColorHandle(), 1, getColorArray(), 0);
gl.glUniformMatrix4fv(mProj, 1, true, projectionMatrix.getValues(), 0);
gl.glUniformMatrix4fv(mView, 1, true, viewMatrix.getValues(), 0);
gl.glUniformMatrix4fv(mModel, 1, true, getModelMatrix().getValues(), 0);
// Enable a handle to the triangle vertices
gl.glEnableVertexAttribArray(mPositionHandle);
// Prepare the triangle coordinate data
gl.glVertexAttribPointer(
getmPositionHandle(),
COORDS_PER_VERTEX,
GL2ES2.GL_FLOAT,
false,
vertexStride, 0L); // This is the line that throws error
// Draw the square
gl.glDrawElements(
GL2ES2.GL_TRIANGLES,
drawOrder.length,
GL2ES2.GL_UNSIGNED_SHORT,
0L);
// Disable vertex array
gl.glDisableVertexAttribArray(mPositionHandle);
gl.glDisable(GL2ES2.GL_BLEND);
gl.glUseProgram(0);
}
我以前'glEnableVertexAttribArray'已經盡力'glGenBuffers','glBindBuffer'和'glBufferData',但我得到這個錯誤,這是非常相似的原..'元素vertex_buffer_object必須綁定調用此method' – bobbyrne01
@ bobbyrne01試着綁定一個[頂點數組對象](https://www.opengl.org/wiki/Vertex_Specification#Vertex_Array_Object)。有些實現不會讓你做任何事情,沒有一個。 – orost