OpenGL VBO设置

时间:2012-04-09 15:35:27

标签: opengl vbo

我已经看到很多关于减少对openGL的调用的信息,但是我不太了解管道。你可以完全设置VBO的时间吗?具体使用此example,它设置VBO,然后每个帧在绘制调用之前调用启用/指针设置。 VBO可以在创建时使用启用/指针设置完全设置吗?

像这样的东西

 Data_Init_Func(...)
 {
 ....

 glGenBuffers(1, &IndexVBOID);
 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexVBOID);
 glBufferData(GL_ELEMENT_ARRAY_BUFFER, SizeInBytes, NULL, GL_STATIC_DRAW);
 short pindices[YYY];
 pindices[0]=0;
 pindices[1]=5;
 //etc...
 offsetInByte=0;
 glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offsetInByte, SizeInBytes, pindices);

 glGenBuffers(1, VertexVBOID);
 glBindBuffer(GL_ARRAY_BUFFER, VertexVBOID);
 glBufferData(GL_ARRAY_BUFFER, SizeInBytes, NULL, GL_STATIC_DRAW);4

 //data creation and binding
 ...

 // Normally it seems like this code is PER FRAME... DOES IT NEED TO BE?
 glEnableClientState(GL_VERTEX_ARRAY);
 glEnableClientState(GL_NORMAL_ARRAY); 
 glVertexPointer(3, GL_FLOAT, 64, BUFFER_OFFSET(0));
 glNormalPointer(GL_FLOAT, 64, BUFFER_OFFSET(12));
 glClientActiveTexture(GL_TEXTURE0);
 glEnableClientState(GL_TEXTURE_COORD_ARRAY);    //Notice that after we call            
 glClientActiveTexture, we enable the array
 glTexCoordPointer(2, GL_FLOAT, 64, BUFFER_OFFSET(24));
 glClientActiveTexture(GL_TEXTURE1);
 glEnableClientState(GL_TEXTURE_COORD_ARRAY);    //Notice that after we call
 glClientActiveTexture, we enable the array
 glTexCoordPointer(2, GL_FLOAT, 64, BUFFER_OFFSET(32));
 glClientActiveTexture(GL_TEXTURE2);
 glEnableClientState(GL_TEXTURE_COORD_ARRAY);    //Notice that after we call
 glClientActiveTexture, we enable the array
 glTexCoordPointer(2, GL_FLOAT, 64, BUFFER_OFFSET(40));
 ...
 }

 Draw(...)
 {
 glBindBuffer(GL_ARRAY_BUFFER_ARB, VertexVBOID);         // for vertex coordinates
 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexVBOID); // for indices

 // DO I NEED TO CALL THE VERTEX ENABLING/POINTER SETUP HERE?

 // draw 6 quads using offset of index array
 glDrawRangeElements(GL_TRIANGLES, x, y, z, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0));

 ...
 }

1 个答案:

答案 0 :(得分:1)

// DO I NEED TO CALL THE VERTEX ENABLING/POINTER SETUP HERE?

没有属性enable和gl*Pointer调用修改缓冲区对象本身。你不告诉缓冲区对象它被用于位置和法线。可以把缓冲区对象想象成一个哑字节数组。

gl*Pointer调用告诉OpenGL如何解释该字节数组。它们没有连接到缓冲区。他们没有修改缓冲区。他们只是告诉OpenGL在特定缓冲区中找到某些数据的位置。

如果您想存储这些设置并稍后重置,则需要vertex array object