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我在閱讀着色器和顏色,他們如何將它們定義爲頂點輸入。所以我folowed教程,並用混亂來是因爲該方案只是讀向前看,而不是進入下一行:Opengl程序無法識別第二個頂點輸入
GLfloat vertecies[] = {
//vertices colors
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,// Bottom Right
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,// Bottom Left
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f,// Top
};
而這裏的下面的代碼,這應該是設置第二個頂點輸入的顏色:
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertecies), vertecies, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(index), index, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
這是我的頂點着色器代碼:
const char* VertexShaderCode =
"#version 330 core\r\n"
""
"layout(location=0) in vec3 position;"
"layout(location=1) in vec3 color;"
""
"out vec3 theColor;"
""
"void main()"
"{"
" gl_Position = vec4(position, 1.0);"
" theColor = color;"
"}";
而這裏的片段着色器代碼:
const char* FragmentShaderCode =
"#version 330 core\r\n"
""
"in vec3 theColor;"
""
"out vec4 color;"
""
"void main()"
"{"
" color = theColor;"
"}";
告訴我,如果我做錯了什麼。
步幅的第一指針應該是'6 *的sizeof(GLfloat)'對不對? –