過去幾天我已經開始深入OpenGL ES 2.0,但我仍然得到了非常錯誤的結果。我不明白的一件事是,我應該如何正確設置我的緩衝區。關於我的OpenGL的問題 - 代碼
我想創建一個這樣的形狀:一種帳篷,如果你喜歡,沒有左側和右側。
3_______________________2
|\ /|
| \_ _ _ _ _ _ _ _ _ _/ |
| /4 5\ |
|/_____________________\|
0 1
因此,讓我們開始與我的紋理/指數/頂點數組:
這是我設置:
#define RECT_TOP_R {1, 1, 0}
#define RECT_TOP_L {-1, 1, 0}
#define RECT_BOTTOM_R {1, -1, 0}
#define RECT_BOTTOM_L {-1, -1, 0}
#define BACK_RIGHT {1, 0, -1.73}
#define BACK_LEFT {-1, 0, -1.73}
const GLKVector3 Vertices[] = {
RECT_BOTTOM_L, //0
RECT_BOTTOM_R, //1
RECT_TOP_R, //2
RECT_TOP_L, //3
BACK_LEFT, //4
BACK_RIGHT //5
};
const GLKVector4 Color[] = {
{1,0,0,1},
{0,1,0,1},
{0,0,1,1},
{0,1,0,1},
{1,0,0,1},
{0,1,0,1},
{0,0,1,1},
{0,1,0,1}
};
const GLubyte Indices[] = {
0,1,3,
2,4,5,
0,1
};
const GLfloat texCoords[] = {
0,0,
1,0,
0,1,
1,1,
1,1,
0,0,
0,0,
1,0
};
我在這裏生成/綁定緩存。
glGenBuffers(1, &vertexArray);
glBindBuffer(GL_ARRAY_BUFFER, vertexArray);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition,3,GL_FLOAT,GL_FALSE,sizeof(Vertices),0);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
glGenBuffers(1, &indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Indices), Indices, GL_STATIC_DRAW);
glGenBuffers(1, &colArray);
glEnableVertexAttribArray(GLKVertexAttribColor);
glVertexAttribPointer(GLKVertexAttribColor, 4, GL_FLOAT, GL_FALSE, sizeof(Color), 0);
glBufferData(GL_ARRAY_BUFFER, sizeof(Color), Color, GL_STATIC_DRAW);
glGenBuffers(1, &texArray);
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(texCoords),0);
glBufferData(GL_ARRAY_BUFFER, sizeof(texCoords), texCoords, GL_STATIC_DRAW);
所以我有一個關於緩衝區一個問題:
- 是什麼GL_ARRAY_BUFFER和GL_ELEMENT_ARRAY_BUFFER之間的區別?
這裏是gelegate方法,這就是所謂每當重繪:
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
self.contentScaleFactor = 2.0;
self.opaque = NO;
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
[self.effect prepareToDraw];
glDrawElements(GL_TRIANGLE_STRIP, sizeof(Indices), GL_UNSIGNED_BYTE, 0);
}
所以,代碼顯然不能相應工作。你可以幫我嗎 ?我一直試圖讓它起作用,但我正在失去我的神經。
明白了,忘了綁定緩衝區。 *捂臉* –