每個例子中,我遇到渲染陣列數據類似於下面的代碼,其中,在繪圖循環中,您第一次呼叫glEnableClientState你會使用什麼,當你完成你打電話glDisableClientState:是否需要glDisableClientState?
void drawScene(void) {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindTexture(GL_TEXTURE_2D, texturePointerA);
glTexCoordPointer(2, GL_FLOAT, 0,textureCoordA);
glVertexPointer(3, GL_FLOAT, 0, verticesA);
glDrawElements(GL_QUADS, numPointsDrawnA, GL_UNSIGNED_BYTE, drawIndicesA);
glBindTexture(GL_TEXTURE_2D, texturePointerB);
glTexCoordPointer(2, GL_FLOAT, 0,textureCoordB);
glVertexPointer(3, GL_FLOAT, 0, verticesB);
glDrawElements(GL_QUADS, numPointsDrawnB, GL_UNSIGNED_BYTE, drawIndicesB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
在我的程序中,我總是使用紋理座標和頂點數組,所以我認爲每幀保持啓用和禁用它們是毫無意義的。我把glEnableClientState移到循環的外部,如下所示:
bool initGL(void) {
//...
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
void drawScene(void) {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, texturePointerA);
glTexCoordPointer(2, GL_FLOAT, 0,textureCoordA);
glVertexPointer(3, GL_FLOAT, 0, verticesA);
glDrawElements(GL_QUADS, numPointsDrawnA, GL_UNSIGNED_BYTE, drawIndicesA);
glBindTexture(GL_TEXTURE_2D, texturePointerB);
glTexCoordPointer(2, GL_FLOAT, 0,textureCoordB);
glVertexPointer(3, GL_FLOAT, 0, verticesB);
glDrawElements(GL_QUADS, numPointsDrawnB, GL_UNSIGNED_BYTE, drawIndicesB);
}
它似乎工作正常。我的問題是:
我是否需要在某處調用glDisableClientState;也許當程序關閉時?
此外,可以這樣做嗎?有沒有什麼我失蹤,因爲其他人啓用和禁用每幀?