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我正在編寫一個opengl程序在可可和我無法使用交錯頂點數組呈現。 Opengl使用NSOpenglview進行設置,特定的渲染由單個對象完成。渲染與設置類似於以下代碼的靜態「多維數據集」對象一起使用,但不使用索引圖或iva。沒有輸出與IVA glDrawElements
我的初始化代碼
node = [[Octnode alloc]initWithTreeHeight:0 nodeSize:1.0 orign:&origin memoryPointer:vertexData];
indexArray[0] = 0;
indexArray[1] = 1;
indexArray[2] = 2;
glGenBuffers(1, &vertexBufferObject);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &indexBufferObject);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferObject);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 36 * sizeof(unsigned int), indexArray, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glGenVertexArraysAPPLE(1, &vertexArrayObject);
glBindVertexArrayAPPLE(vertexArrayObject);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(colouredNormalVertex), 0);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(colouredNormalVertex), (void*)sizeof(vertex));
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(colouredNormalVertex), (void *) (sizeof(vertex) + sizeof(colour)));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferObject);
glBindVertexArrayAPPLE(0);
渲染代碼 glBindVertexArrayAPPLE(vertexArrayObject); glDrawElements(GL_LINES,3,GL_UNSIGNED_INT,0); glBindVertexArrayAPPLE(0);
添加的數據是在octnode init中配置的,使用bebugger進行檢查可以看到我期望的結果。