我正在将此sample(site)移植到jogl,但我注意到图像中的某些内容并不完美,地板上的一些人工制品和形状并不完全正方形,就像你一样可以看到(不关心颜色,变化),地板看起来也不好看:
因此我试图首先只渲染地板(如果你想尝试,非常简单,从100开始SQRT_BUILDING_COUNT - > 0)并且我已经有了第一个问题,它应该是一个基于两个三角形的正方形,但我只看到其中一个。
public float[] position = new float[3];
public byte[] color = new byte[4];
public float[] attrib0 = new float[4];
public float[] attrib1 = new float[4];
public float[] attrib2 = new float[4];
public float[] attrib3 = new float[4];
public float[] attrib4 = new float[4];
public float[] attrib5 = new float[4];
public float[] attrib6 = new float[4];
attrib0-6目前尚未使用
// Input attributes
layout(location=0) in vec4 iPos;
layout(location=1) in vec4 iColor;
layout(location=2) in PerMeshUniforms* bindlessPerMeshUniformsPtr;
layout(location=3) in vec4 iAttrib3;
layout(location=4) in vec4 iAttrib4;
layout(location=5) in vec4 iAttrib5;
layout(location=6) in vec4 iAttrib6;
layout(location=7) in vec4 iAttrib7;
我宣布iPos为vec3,所以我猜它会在VS中填充为vec4(iPos,1)
gl4.glNamedBufferData(vertexBuffer[0], Vertex.size() * vertices.size(),
GLBuffers.newDirectFloatBuffer(verticesArray), GL4.GL_STATIC_DRAW);
gl4.glNamedBufferData(indexBuffer[0], GLBuffers.SIZEOF_SHORT * indices.size(),
GLBuffers.newDirectShortBuffer(indicesArray), GL4.GL_STATIC_DRAW);
然后在我渲染I call之前:
gl4.glEnableVertexArrayAttrib(0, 0);
gl4.glEnableVertexArrayAttrib(0, 1);
然后渲染,original code is:
// Set up attribute 0 for the position (3 floats)
glVertexArrayVertexAttribOffsetEXT(0, m_vertexBuffer, 0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), Vertex::PositionOffset);
// Set up attribute 1 for the color (4 unsigned bytes)
glVertexArrayVertexAttribOffsetEXT(0, m_vertexBuffer, 1, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), Vertex::ColorOffset);
// Set up attribute 0 for the position (3 floats)
gl4.glVertexArrayVertexBuffer(0, 0, vertexBuffer[0], Vertex.positionOffset,
Vertex.size());
gl4.glVertexArrayAttribFormat(0, 0, 3, GL4.GL_FLOAT, false, Vertex.size());
// Set up attribute 1 for the color (4 unsigned bytes)
gl4.glVertexArrayVertexBuffer(0, 1, vertexBuffer[0], Vertex.colorOffset,
Vertex.size());
gl4.glVertexArrayAttribFormat(0, 1, 4, GL4.GL_UNSIGNED_BYTE, true, Vertex.size());
// Reset state
gl4.glDisableVertexArrayAttrib(0, 0);
gl4.glDisableVertexArrayAttrib(0, 1);
我承认我之前从未使用过dsa,我总是使用GL3和普通的vbo,vao和ibo,绑定和取消绑定..
剔除。
那怎么了?
答案 0 :(得分:0)
解决了,问题是我没有正确实现dsa
glEnableVertexAttribArray(vao, 0);
glEnableVertexAttribArray(vao, 1);
// Setup the formats
glVertexArrayAttribFormat(vao, 0, 3, GL_FLOAT, GL_FALSE, 0);
glVertexArrayAttribFormat(vao, 1, 2, GL_FLOAT, GL_FALSE, 0);
// Setup the buffer sources
glVertexArrayVertexBuffer(vao, 0, buffers[0], 0, 0); // Note the 2nd argument here is a 'binding index', not the attribute index
glVertexArrayVertexBuffer(vao, 1, buffers[1], 0, 0);
// Link them up
glVertexArrayAttribBinding(vao, 0, 0); // Associate attrib 0 (first 0) with binding 0 (second 0).
glVertexArrayAttribBinding(vao, 1, 1);
如果您已编制索引呈现,请加glVertexArrayElementBuffer