我无法使用VBO正常渲染法线。下面是我正在使用的代码,顶点是一个包含顶点的数组,而法线是一个包含法线的数组:
//Create the buffers and such
GLuint VBOID;
glGenBuffersARB(1, &VBOID);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBOID);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(vertices) + sizeof(normals), 0, GL_STATIC_DRAW_ARB);
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(vertices), vertices);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
///Start loop
cout << "Starting" << endl;
while( window.isOpen() ) {
sf::Event event;
while( window.pollEvent( event ) ) {
if( event.type == sf::Event::Closed )
window.close();
}
fps = FPS.getElapsedTime().asSeconds();
fps = 1 / fps;
FPS.restart();
if(ShowFPS.getElapsedTime().asSeconds() > 1)
{
cout << "FPS: " << fps << "\t FrameTime: " << 1000 / fps << endl;
ShowFPS.restart();
}
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.0, 1.0, 1.0, 5000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(5, 5, 5, 0, 0, 0, 0, 1, 0);
//VBO
glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBOID);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glColor3f(1, 0, 0);
glRotatef(25 * TurnTimer.getElapsedTime().asSeconds(), 0, 1, 0);
glRotatef(15 * TurnTimer.getElapsedTime().asSeconds(), 1, 0, 0);
glNormalPointer(GL_FLOAT, 0, (void*)sizeof(vertices));
glVertexPointer(3, GL_FLOAT, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, NumOfF*3);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
window.display();
}
答案 0 :(得分:9)
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(vertices), vertices);
好的,那么您为法线执行此操作的部分在哪里?
另外,请停止使用ARB扩展功能。它已经成为核心OpenGL功能近十年了;删除ARB后缀。