在我的應用程序中,我有一個呈現STL文件的視圖。 STL文件基本上是一個帶有法線的三角形頂點列表,它們沒有索引。iOS上的OpenGL ES多個沒有索引的VBO
我找到的每個教程都解釋瞭如何使用多個VBO,但使用INDEX,並且當我嘗試使用drawArrays而不是drawElements時,它不起作用。我是OpenGL的新手,如果有人能夠提供使用多個VBO進行設置並在沒有索引的情況下繪製它們的代碼示例,我將非常感激。
下面是我如何試圖做到這一點,無濟於事。 SetupGL:
[EAGLContext setCurrentContext:self.context];
[self loadShaders];
self.effect = [[GLKBaseEffect alloc] init];
self.effect.light0.enabled = GL_TRUE;
self.effect.light0.diffuseColor = GLKVector4Make(.05f, .55f, 1.0f, 1.0f);
glEnable(GL_DEPTH_TEST);
glClearColor(0.88f, 0.88f, 0.88f, 1.0f);
//---- First Vertex Array Object --------
glGenVertexArraysOES(1, &_vertexArray);
glBindVertexArrayOES(_vertexArray);
glBindVertexArrayOES(_vertexArray);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vertCount*sizeof(verticesBuff) * 3 * 2, verticesBuff, GL_STATIC_DRAW);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
glEnableVertexAttribArray(GLKVertexAttribNormal);
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
//----- Second Vertex Array Object ----------
glGenBuffers(1, &_gridVertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _gridVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, gridVertCount*sizeof(gridVerticesBuff) * 3 * 2, NULL, GL_STATIC_DRAW);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
glEnableVertexAttribArray(GLKVertexAttribNormal);
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindVertexArrayOES(0);
這是我的抽獎代碼:
glBindVertexArrayOES(_vertexArray);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glUseProgram(_program);
glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
glDrawArrays(GL_TRIANGLES, 0, vertCount);
///////// second VBO and shader program:
glBindBuffer(GL_ARRAY_BUFFER, _gridVertexBuffer);
glUseProgram(_program);
glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
glDrawArrays(GL_TRIANGLES, 0, 108);
而且,這裏是我用之前不會呈現兩個陣列的代碼,但它確實呈現一個(verticesBuff)。 SetupGL:
[EAGLContext setCurrentContext:self.context];
[self loadShaders];
self.effect = [[GLKBaseEffect alloc] init];
self.effect.light0.enabled = GL_TRUE;
self.effect.light0.diffuseColor = GLKVector4Make(.05f, .55f, 1.0f, 1.0f);
glEnable(GL_DEPTH_TEST);
glClearColor(0.88f, 0.88f, 0.88f, 1.0f);
glGenVertexArraysOES(1, &_vertexArray);
glBindVertexArrayOES(_vertexArray);
glGenBuffers(1, &_gridVertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _gridVertexBuffer);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
glEnableVertexAttribArray(GLKVertexAttribNormal);
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
glBufferData(GL_ARRAY_BUFFER, 108 * sizeof(gridVerticesBuff), NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(gridVerticesBuff) * 108, gridVerticesBuff);
glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
glEnableVertexAttribArray(GLKVertexAttribNormal);
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
glBufferData(GL_ARRAY_BUFFER, vertCount*sizeof(verticesBuff) * 3 * 2, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(verticesBuff) * vertCount * 3, verticesBuff);
glBindVertexArrayOES(0);
這裏是抽獎代碼:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (loaded) {
// Render the object with GLKit
[self.effect prepareToDraw];
glBindVertexArrayOES(_gridVertexArray);
glBindBuffer(GL_ARRAY_BUFFER, _gridVertexBuffer);
glDrawArrays(GL_TRIANGLES, 0, 108);
glBindVertexArrayOES(_vertexArray);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glDrawArrays(GL_TRIANGLES, 0, vertCount);
}
就像你一樣。像索引一樣,只要沒有索引緩衝區和'glDrawArrays'就可以完成所有的操作(當然,頂點按照三角形順序排列)。請放心,*這確實很好。如果它不適合你,那麼發佈你的實際代碼並且描述更多*以哪種方式*它*「不起作用」*。 –
好的,我已經發布了我的代碼的兩個版本,它們都不能與多個VBO一起工作,但是其中一個會渲染其中的一個。 – harryisaac