我正在使用带有顶点和着色器的OpenGL,我的屏幕上没有显示任何内容所以我使用glGetError进行调试:我的一个名为color_array_buffer的缓冲区出现错误1281(错误值),这是我正在讨论的部分:
GLenum error = glGetError();
if(error) {
cout << error << endl;
return ;
} else {
cout << "no error yet" << endl;
}
//no error
// Get a handle for our "myTextureSampler" uniform
GLuint TextureID = glGetUniformLocation(shaderProgram, "myTextureSampler");
if(!TextureID)
cout << "TextureID not found ..." << endl;
// Bind our texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0);
sf::Texture::bind(texture);
// Set our "myTextureSampler" sampler to user Texture Unit 0
glUniform1i(TextureID, 0);
// 2nd attribute buffer : UVs
GLuint vertexUVID = glGetAttribLocation(shaderProgram, "color");
if(!vertexUVID)
cout << "vertexUVID not found ..." << endl;
glEnableVertexAttribArray(vertexUVID);
glBindBuffer(GL_ARRAY_BUFFER, color_array_buffer);
glVertexAttribPointer(vertexUVID, 2, GL_FLOAT, GL_FALSE, 0, 0);
error = glGetError();
if(error) {
cout << error << endl;
return ;
}
//error 1281
这是我将缓冲区链接到数组的代码:
if (textured) {
texture = new sf::Texture();
if(!texture->loadFromFile("textures/simple.jpeg"/*,sf::IntRect(0, 0, 128, 128)*/))
std::cout << "Error loading texture !!" << std::endl;
glGenBuffers(1, &color_array_buffer);
glBindBuffer(GL_ARRAY_BUFFER, color_array_buffer);
glBufferData(GL_ARRAY_BUFFER, uvs.size() * sizeof(glm::vec3), &uvs[0], GL_STATIC_DRAW);
}
和我的uvs值:
uvs [0]:0.748573-0.750412
uvs [1]:0.749279-0.501284
uvs [2]:0.99911-0.501077
uvs [3]:0.999455-0.75038
uvs [4]:0.250471-0.500702
uvs [5]:0.249682-0.749677
uvs [6]:0.001085-0.75038
uvs [7]:0.001517-0.499994
uvs [8]:0.499422-0.500239
uvs [9]:0.500149-0.750166
uvs [10]:0.748355-0.99823
uvs [11]:0.500193-0.998728
uvs [12]:0.498993-0.250415
uvs [13]:0.748953-0.25092
我做错了什么,如果有人可以帮助我那会很棒。
答案 0 :(得分:16)
您检查glGetAttribLocation()
无法找到该属性的内容不正确:
GLuint vertexUVID = glGetAttribLocation(shaderProgram, "color");
if(!vertexUVID)
cout << "vertexUVID not found ..." << endl;
glGetAttribLocation()
会返回GLint
(不是GLuint
),如果在程序中找不到具有给定名称的属性,则结果为-1
。由于您将值分配给无符号变量,因此它最终将成为最大的无符号变量,如果之后将其传递给glEnableVertexAttribArray()
,则该参数将是无效参数。
您的代码应该是这样的:
GLint vertexUVID = glGetAttribLocation(shaderProgram, "color");
if(vertexUVID < 0)
cout << "vertexUVID not found ..." << endl;
请注意,0
是完全有效的属性位置。