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我正在使用Derelict3,它使用特定的openGL3標準,如果glEnable(GL_DEPTH_TEST)被調用,我遇到了屏幕凍結(不更新)的問題,如果不是,深度緩衝區不工作。我注意到,設置清除顏色和啓用深度測試的調用在設置SDL_GL上下文並重新加載Derelict3之前被忽略。我不得不讓他們按以下順序:framebuffer爲什麼會在Derelict3中凍結?
win=SDL_CreateWindow("3Doodle", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, w, h, flags);
if(!win){
writefln("Error creating SDL window");
SDL_Quit();
}
context=SDL_GL_CreateContext(win);
SDL_GL_SetSwapInterval(1);
glVersion=DerelictGL3.reload();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glClearColor(0.0, 0.0, 0.0, 1.0);
glClearDepth(1.0);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
雖然整理出了這深度剔除,而寫入標準雙緩衝,當我實現了渲染一幀緩衝區對象作爲新的深度緩衝,我收到了凍結。 ..程序編譯並運行時沒有警告,但渲染的圖像與屏幕對齊的四邊形保持不變。如果我註釋掉glEnable(GL_DEPTH_TEST);相機可以自由移動,但渲染後的圖像不需要進行深度測試,只需按順序繪製對象即可。
幀緩衝器初始化代碼:
//fbo
glEnable (GL_FRAMEBUFFER_SRGB);
glGenFramebuffers(1, &fbo);
assert(fbo > 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenRenderbuffers(1, &rbo);
assert(rbo > 0);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, projMat.w, projMat.h);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glGenTextures(1, &fbon);
assert(fbon > 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbon);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, projMat.w, projMat.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, null);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbon, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &fboc);
assert(fboc > 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, fboc);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, projMat.w, projMat.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, null);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, fboc, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &fbop);
assert(fbop > 0);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, fbop);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, projMat.w, projMat.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, null);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, fbop, 0);
glBindTexture(GL_TEXTURE_2D, 0);
int status=glCheckFramebufferStatus(GL_FRAMEBUFFER);
assert(status == GL_FRAMEBUFFER_COMPLETE);
buffs=[GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2];
glDrawBuffers(3, buffs.ptr);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
調用平局的FBO()的代碼是:
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shad);
glUniformMatrix4fv(viewLoc, 1, GL_TRUE, player.mat.ptr);
current.draw();
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
rend.draw();
我很茫然作爲同一代碼在C#中的工作,因爲它應該。
您是否嘗試過調用'glGetError()'來查看是否有任何東西在OpenGL上出錯了? –