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我以下面的方式初始化我的VBO/VAO狀態,我想知道這是否是正確的順序,因爲glDrawElements()給我一個SIGSEGV。據我所知,頂點數據和索引數據緩衝區綁定到TE本期界VAO:在OpenGL 3.x的VBO索引
glGenVertexArrays(1, (GLuint*)&vaoId); // make VAO
glGenBuffers(2, (GLuint*)&vboIds); // make data and idx buffers
glBindVertexArray(vaoId);
glBindBuffer(GL_ARRAY_BUFFER, vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, mumVertices * strideBytes, NULL, static_cast<GLenum>(usagePattern)); // numVertices == 4
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, numElements * sizeof(cx_uint_t), NULL, static_cast<GLenum>(usagePattern)); // numElements == 6
然後,從代碼中的另一個點緩衝區數據初始化:
glBindVertexArray(vaoId);
glBindBuffer(GL_ARRAY_BUFFER, vboIds[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[1]);
currentDataBuffer = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
currentElemBuffer = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
// setup vertex data in 'currentDataBuffer' (coords, color):
// vert1: -100.0f,-100.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f
// vert2: 100.0f,-100.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f
// vert3: 100.0f, 100.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f
// vert4: -100.0f, 100.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f
// setup element data in 'currentElemBuffer':
// 0, 1, 3, 1, 2, 3
// shader attribs setup
glEnableVertexAttribArray(getAttribName("vert"));
glVertexAttribPointer(getAttribName("vert"), 3, GL_FLOAT, false, 7 * sizeof(cx_float_t), NULL);
glEnableVertexAttribArray(getAttribName("color"));
glVertexAttribPointer(getAttribName("color"), 4, GL_FLOAT, false, 7 * sizeof(cx_float_t), (cx_genptr_t)(3 * sizeof(cx_float_t)));
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
現在的渲染部分:
glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindVertexArray(vaoId);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL);
glBindVertexArray(0);
glPopAttrib();
我真的很感謝一些幫助,在此先感謝。
非常感謝!經過一些調整,我發現了它;) – NapardBlose