時,這是我的的OpenGL-ES 2.0代碼:問題移植從OpenGL的1.1至的OpenGL-ES 2.0
{
for (surfnum=0;surfnum<surftotal;surfnum++){
for (i=0;i<triNum[surfnum];i++){
GLfloat *Vertices[] = { triArray[surfnum][i].normpt1, triArray[surfnum][i].normpt2,triArray[surfnum][i].normpt3};
glGenBuffers(1, &ui32Vbo);
glBindBuffer(GL_ARRAY_BUFFER, ui32Vbo);
unsigned int uiSize = 3 * (sizeof(GLfloat) * 1);
glBufferData(GL_ARRAY_BUFFER, uiSize,*Vertices, GL_STATIC_DRAW);
}
}
}
for(int i = 0; i < 80000; ++i)
{
glClear(GL_COLOR_BUFFER_BIT);
int i32Location = glGetUniformLocation(uiProgramObject, "projmatrix");
glUniformMatrix4fv(i32Location, 1, GL_FALSE, pfIdentity);
glEnableVertexAttribArray(VERTEX_ARRAY);
glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0,i);
eglSwapBuffers(eglDisplay, eglSurface);
}
這是我的OpenGL-ES 2.0代碼。我正在研究opengl 1.1,其中我能夠顯示iso表面形式數據。
這是我的Opengl 1.1代碼:
void drawTriangle()
{
int surfnum, i;
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0,0.6,0.1);
for (surfnum=0;surfnum<surftotal;surfnum++)
{
for (i=0;i<triNum[surfnum];i++)
{
glBegin(GL_POLYGON);
glNormal3fv(triArray[surfnum][i].normpt1);
glVertex3fv(triArray[surfnum][i].pt1);
glNormal3fv(triArray[surfnum][i].normpt2);
glVertex3fv(triArray[surfnum][i].pt2);
glNormal3fv(triArray[surfnum][i].normpt3);
glVertex3fv(triArray[surfnum][i].pt3);
glEnd();
glFlush();
glutSwapBuffers();
}
}
}
我沒有得到相同的結果,因爲我是在OpenGL饒人,在OpenGL-ES 2.0也是一個
警告未來,如:libegl :使用軟件回退;
輸出非常緩慢
這裏它在輸出窗口
如果你想的其他信息問我。
這看起來正確的正投影矩陣。發生了什麼,你期望會發生什麼? – Mikola