在我的项目中,我希望使用vbo显示许多对象(球体)。 我设法显示1个对象没有问题,但是当涉及到2个或更多时,所有对象(vbos)都被最后定义的对象(vbo)替换。
CosmicBody(int x)
{
this->verticesSize=0;
//this->VaoId=x;
//this->VaoId=1;
this->VboId=x;
};
void CosmicBody::InitShape(unsigned int uiStacks, unsigned int uiSlices, float fA, float fB, float fC)
{
float tStep = (Pi) / (float)uiSlices;
float sStep = (Pi) / (float)uiStacks;
float SlicesCount=(Pi+0.0001)/tStep;
float StackCount=(2*Pi+0.0001)/sStep;
this->verticesSize=((int) (SlicesCount+1) * (int) (StackCount+1))*2;
glm::vec4 *vertices=NULL;
vertices=new glm::vec4[verticesSize];
int count=0;
for(float t = -Pi/2; t <= (Pi/2)+.0001; t += tStep)
{
for(float s = -Pi; s <= Pi+.0001; s += sStep)
{
vertices[count++]=glm::vec4(fA * cos(t) * cos(s),fB * cos(t) * sin(s),fC * sin(t),1.0f);
vertices[count++]=glm::vec4(fA * cos(t+tStep) * cos(s),fB * cos(t+tStep) * sin(s),fC * sin(t+tStep),1.0f);
}
}
glGenBuffers(1, &VboId);
glBindBuffer(GL_ARRAY_BUFFER, VboId);
glBufferData(GL_ARRAY_BUFFER, 16*verticesSize, vertices, GL_STATIC_DRAW);
glGenVertexArrays(1, &VaoId);
glBindVertexArray(VaoId);
glBindBuffer(GL_ARRAY_BUFFER, VboId);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
delete[] vertices;
}
void CosmicBody::Draw()
{
glBindBuffer(GL_ARRAY_BUFFER, this->VboId);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLE_STRIP, 0,this->verticesSize); //when I replace this->verticesSize with number of vertices of last object ,instead of getting x different objects I get same instances of the last one.
glDisableVertexAttribArray(0);
}
答案 0 :(得分:5)
当您使用VAO时,您应该将 VAO 绑定到绘图,而不是VBO缓冲区:
void CosmicBody::Draw()
{
glBindVertexArray( this->VaoId ); // <-- this is the difference
glDrawArrays(GL_TRIANGLE_STRIP, 0,this->verticesSize);
glBindVertexArray(0); // unbind the VAO
}
绑定VAO后移动glEnableVertexAttribArray(0);
中的CosmicBody::InitShape
,无需在每次绘制时启用/禁用它:
...
glGenVertexArrays(1, &VaoId);
glBindVertexArray(VaoId);
glEnableVertexAttribArray(0); // <-- here
glBindBuffer(GL_ARRAY_BUFFER, VboId);
...