我想解決VBOR/OpenGL excercice中的一個錯誤,但經過幾個小時(幾天)後,我無法找到問題所在。在OpenGL中實現VBO,窗口保持黑色
問題是窗戶保持黑色,立方體沒有(正確)繪製。
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OpenGL上下文似乎對OpenGL正確創建3.2
頂點着色器:
#version 150 core
uniform mat4 RotationMatrix;
uniform mat4 ProjectionMatrix;
in vec3 in_Position;
void main(void)
{
gl_Position = ProjectionMatrix * RotationMatrix * vec4(in_Position, 1.0);
}
VBO初始化:
// <-- Create OpenGL 3.2 context
// <-- Load Shaders
// <-- Set ClearColor, clearDepth, DepthFUnc, enable Depth
// <-- Set Viewport, init projection and modelview matrix.
float positionData[] =
{
-0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
};
GLuint indexes[] =
{
0, 1, 2, 0, 2, 3,
4, 5, 6, 4, 6, 7,
0, 3, 7, 0, 7, 4,
1, 5, 6, 1, 6, 2,
0, 4, 5, 0, 5, 1,
2, 3, 7, 2, 7, 6
};
glGenBuffers(2, vboHandles);
glBindBuffer(GL_ARRAY_BUFFER, vboHandles[0]);
glBufferData(GL_ARRAY_BUFFER, 24*sizeof(float), positionData, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboHandles[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 36*sizeof(GLuint),
indexes, GL_STATIC_DRAW);
在OpenGL的繪製函數:
//<--Clear buffer, set Uniform variables for projection and modelview
glBindBuffer(GL_ARRAY_BUFFER, vboHandles[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboHandles[1]);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, NULL);
//<-- Flush Opengl and swap buffers
正確/錯誤
編輯:片段着色器:
#version 150 core
out vec4 out_Color;
void main(void){
out_Color = vec4(1.0, 0.0, 0.0, 1.0f);
}
EDITED 2:添加上下文創建
SDL_Window* window;
SDL_GLContext context;
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
return 0;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
if ((window = SDL_CreateWindow("Practica 4 and lot of stuff for the final prictice",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN)) == NULL)
{
SDL_Quit();
return 0;
}
if (NULL== (context = SDL_GL_CreateContext(window)))
{
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
glewExperimental = GL_TRUE;
GLuint glewStatus = glewInit();
if (glewStatus != GLEW_OK)
{
cout << "Error" << endl;
}
您對flushing的評論OpenGL和交換緩衝區讓我感到奇怪......使用任何標準窗口API交換緩衝區。 GLX,CGL,EGL,WGL)隱式地刷新OpenGL的命令隊列。這意味着至少交換緩衝區等同於調用'glFlush(...)',並且不需要單獨完成。在某些實現中(例如Microsoft的GDI渲染器),WGL甚至調用'glFinish(...)'並在交換緩衝區之前等待所有內容完成。 –
最後,用這樣的註釋替換代碼的重要部分使得很難診斷你的實際問題。我只能假設你的評論意味着你調用了'glFlush(...)'和'* SwapBuffers(...)'。 –