我的代码在使用glDrawArrays时工作正常,但每当我创建索引缓冲区并将其更改为使用glDrawElements时,它就会出现段错误。
(奇怪的是,不是在绘图之前或之后......但是当主循环退出时!)
这是简单的代码。我在其中声明了4个顶点,并为它们绘制了一个三角形的3个索引。
int main()
{
sf::Window win(sf::VideoMode(400,400,32),"Manasij");
GlewInit();
mm::Program program
(
{
mm::Shader(GL_VERTEX_SHADER,"vshader.vert"),
mm::Shader(GL_FRAGMENT_SHADER,"fshader.frag")
}
);
float vdata[]=
{
0.0f,0.0f,
0.5f,0.0f,
0.5f,0.5f,
0.0f,0.5f
};
GLubyte indices[]={0,1,3};
GLuint vao,vbo,ebo;
glGenVertexArrays(1,&vao);
glBindVertexArray(vao);
glGenBuffers(1,&vbo);
glBindBuffer(GL_ARRAY_BUFFER,vbo);
glBufferData(GL_ARRAY_BUFFER,8*sizeof(float),vdata,GL_STATIC_DRAW);
glGenBuffers(1,&ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,3*sizeof(GLubyte),indices,GL_STATIC_DRAW);
glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,0,0);
glEnableVertexAttribArray(0);
glBindAttribLocation(program.getHandle(),0,"pos");
//glBindVertexArray(0);
glUseProgram(program.getHandle());
//glBindVertexArray(vao);
glClearColor(1.0f,1.0f,1.0f,1.0f);
while(win.isOpen())
{
sf::Event eve;
while(win.pollEvent(eve))
if(eve.type==sf::Event::Closed)
win.close();
glClear(GL_COLOR_BUFFER_BIT);
// glDrawArrays(GL_TRIANGLES,0,3);
glDrawElements(GL_TRIANGLES,3,GL_UNSIGNED_BYTE,(GLvoid*)0);
win.display();
}
return 0;
}
着色器就像它们一样简单:
#version 330
in vec2 pos;
void main()
{
gl_Position = vec4(pos,0.0f,1.0f);
}
和
#version 330
void main()
{
gl_FragColor = vec4(1.0f,0.3f,0.8f,1.0f);
}
gdb显示:
Breakpoint 1, main () at test.cpp:57
57 win.display();
(gdb) continue
Continuing. //<- At this point I try to close the window, thus triggeing the main loop to break
Program received signal SIGSEGV, Segmentation fault.
0x00007ffff557d164 in ?? () from /lib/libnvidia-glcore.so.302.17
知道我在搞砸什么吗?
P.S:如果有人想要测试,这里有一个带有makefile的archive..complete!
https://docs.google.com/file/d/0B0oubbp-MVYOeGFuX0owXzhRTEU/edit
答案 0 :(得分:2)
问题是在循环的最后一次迭代中,当检测到'close'事件时,窗口发出了关闭信号,但即使在那之后我最后一次调用了glDrawElements。 由于一切都已经消失,这导致了一个段错误。
解决方法是在调用win.close()之后放置一个break语句,或者将事件处理代码放到循环的末尾。
(感谢来自archlinux论坛for catching this的cmtptr,我几乎确信这是一个驱动程序问题)
答案 1 :(得分:0)
在绘制循环结束时尝试删除VertexArrays
和Buffers
:
while(win.isOpen())
{
sf::Event eve;
while(win.pollEvent(eve))
if(eve.type==sf::Event::Closed)
win.close();
glClear(GL_COLOR_BUFFER_BIT);
// glDrawArrays(GL_TRIANGLES,0,3);
glDrawElements(GL_TRIANGLES,3,GL_UNSIGNED_BYTE,(GLvoid*)0);
win.display();
}
glDeleteBuffer(1, &ebo);
glDeleteVertexArrays(1, &vbo);
return 0;
这只是一个猜测,请告诉我它是否有所作为。