我遇到的问题是,一旦我为一个关卡中的主几何创建一个VBO,当我为对象创建第二个时,对象VBO就不起作用了。我假设我有一些缓冲区绑定错误但我不能为我的生活找到它。我先创建VBO级别然后再创建VBO对象,再次,当我禁用VBO级别的创建时,对象VBO会正确创建。
这是我的代码。
在level.h中:
// Zone VBO
GLuint zoneVBO;
GLuint zoneVAO;
GLuint zoneIBO;
// Object VBO
GLuint objVBO;
GLuint objVAO;
GLuint objIBO;
创建区域(几何)VBO - 就像一个注释,创建在两个VBO中都能正常工作,因此数据移动不是问题,我想是一个绑定错误:
void WLD::createZoneVBO()
{
// Get the size for our VBO
int numVert = 0;
int numPoly = 0;
int VBOsize = 0;
int IBOsize = 0;
// Get the count of vertices and polygons
for(int i = 0; i < zoneFragMap[0x36]; i++)
{
numVert += zmeshes[i].numVert;
numPoly += zmeshes[i].numPoly;
VBOsize += zmeshes[i].numVert * sizeof(Vertex);
IBOsize += zmeshes[i].numPoly * 3 * sizeof(GLuint);
}
// Create the IBO and VBO data
GLuint* iboData = new GLuint[zonePolyProcessed * 3];
Vertex* vboData = new Vertex[zoneVertProcessed];
int iboPos = 0;
int vboPos = 0;
// Create the VBO and IBO
for(int i = 0; i < zoneFragMap[0x36]; i++)
{
// Copy the data to the IBO
memcpy(&iboData[iboPos], zmeshes[i].indices, zmeshes[i].numPoly * 3 * sizeof(GLuint));//sizeof(*zmeshes[i].indices));
// Advance the position
iboPos += zmeshes[i].numPoly * 3;
// Copy the data to the VBO
memcpy(&vboData[vboPos], zmeshes[i].vertices, zmeshes[i].numVert * sizeof(Vertex));//sizeof(*zmeshes[i].vertices));
// Advance the position
vboPos += zmeshes[i].numVert;
}
//Create VBO for the triangle
glGenBuffers(1, &zoneVBO);
glBindBuffer(GL_ARRAY_BUFFER, zoneVBO);
glBufferData(GL_ARRAY_BUFFER, zoneVertProcessed * sizeof(Vertex), vboData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//Create the IBO for the triangle
//16 bit indices
//We could have actually made one big IBO for both the quad and triangle.
glGenBuffers(1, &zoneIBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, zoneIBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, zonePolyProcessed * 3 * sizeof(GLuint), iboData, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// Create the VAO
glGenVertexArraysAPPLE(1, &zoneVAO);
glBindVertexArrayAPPLE(zoneVAO);
glBindBuffer(GL_ARRAY_BUFFER, zoneVAO);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glVertexAttribPointer(opaque["position"], 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(0));
glVertexAttribPointer(opaque["normal"], 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(sizeof(float) * 3));
glVertexAttribPointer(opaque["texcoord"], 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(sizeof(float) * 6));
glVertexAttribPointer(opaque["color"], 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(sizeof(float) * 8));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArrayAPPLE(0);
delete[] iboData;
delete[] vboData;
}
对象 - 再次,对象几何体被完美地加载,但仅当尚未加载区域几何体时:
void WLD::createObjectVBO()
{
// Get the size for our VBO
int numVert = 0;
int numPoly = 0;
int VBOsize = 0;
int IBOsize = 0;
// Get the count of vertices and polygons
for(int i = 0; i < objFragMap[0x36]; i++)
{
numVert += objMeshes[i].numVert;
numPoly += objMeshes[i].numPoly;
VBOsize += objMeshes[i].numVert * sizeof(Vertex);
IBOsize += objMeshes[i].numPoly * 3 * sizeof(GLuint);
}
// Create the IBO and VBO data
GLuint* iboData = new GLuint[objPolyProcessed * 3];
Vertex* vboData = new Vertex[objVertProcessed];
int iboPos = 0;
int vboPos = 0;
// Create the VBO and IBO
for(int i = 0; i < objFragMap[0x36]; i++)
{
// Copy the data to the IBO
memcpy(&iboData[iboPos], objMeshes[i].indices, objMeshes[i].numPoly * 3 * sizeof(GLuint));//sizeof(*zmeshes[i].indices));
// Advance the position
iboPos += objMeshes[i].numPoly * 3;
// Copy the data to the VBO
memcpy(&vboData[vboPos], objMeshes[i].vertices, objMeshes[i].numVert * sizeof(Vertex));//sizeof(*zmeshes[i].vertices));
// Advance the position
vboPos += objMeshes[i].numVert;
}
//Create VBO for the triangle
glGenBuffers(1, &objVBO);
glBindBuffer(GL_ARRAY_BUFFER, objVBO);
glBufferData(GL_ARRAY_BUFFER, objVertProcessed * sizeof(Vertex), vboData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//Create the IBO for the triangle
//16 bit indices
//We could have actually made one big IBO for both the quad and triangle.
glGenBuffers(1, &objIBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, objIBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, objPolyProcessed * 3 * sizeof(GLuint), iboData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Create the VAO
glGenVertexArraysAPPLE(1, &objVAO);
glBindVertexArrayAPPLE(objVAO);
glBindBuffer(GL_ARRAY_BUFFER, objVAO);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glVertexAttribPointer(opaque["position"], 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(0));
glVertexAttribPointer(opaque["normal"], 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(sizeof(float) * 3));
glVertexAttribPointer(opaque["texcoord"], 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(sizeof(float) * 6));
glVertexAttribPointer(opaque["color"], 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(sizeof(float) * 8));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArrayAPPLE(0);
}
渲染这两个VBO:
opaque.Use();
glBindVertexArrayAPPLE(getVAO(2));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, zoneIBO);
glBindBuffer(GL_ARRAY_BUFFER, zoneVBO);
glUniformMatrix4fv(opaque("camera"), 1, GL_FALSE, glm::value_ptr(cameraMat));
renderGeometry(&cameraMat, 0, curRegion);
glBindVertexArrayAPPLE(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArrayAPPLE(objVAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, objIBO);
glBindBuffer(GL_ARRAY_BUFFER, objVBO);
glUniformMatrix4fv(opaque("camera"), 1, GL_FALSE, glm::value_ptr(cameraMat));
renderObjects(&cameraMat);
glBindVertexArrayAPPLE(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
opaque.UnUse();
总而言之,我认为这是创建VBO的一个问题。我认为我做错了什么,并且当它受到限制时保持一定的约束力。
答案 0 :(得分:2)
// Create the VAO
glGenVertexArraysAPPLE(1, &zoneVAO);
glBindVertexArrayAPPLE(zoneVAO);
glBindBuffer(GL_ARRAY_BUFFER, zoneVAO); //<-------
glEnableVertexAttribArray(0);
在我突出显示的行中,看起来应该是zoneVBO
,而不是zoneVAO
。
你应该用glGetError检查错误,它可能已经发现了这个错误。
在调用renderObjects之前,不需要绑定缓冲区。如果你有顶点指针存储在VAO中,那么你不需要绑定缓冲区,因为顶点指针已经指向正确的位置。