我写这个来测试如何用opengl缓冲区绘制,这里是初始化的函数:
#include "GL/glew.h"
#include "GL/glfw.h"
int main ( int argc, char* argv[] )
{
//init glfw
glfwInit();
glfwOpenWindow ( 1024, 768, 8, 8, 8, 8, 24, 0, GLFW_WINDOW );
//init extension
glewInit();
//i
glGenBuffers ( 1, &buffID );
//init test buffer
for ( int i = 0 ; i < 15; i ++ ) {
testBuffer[i][0] += 1 + i * i;
testBuffer[i][1] += 1 + i + i * i;
testBuffer[i][2] = 0;
}
do {
render_loop();
} while ( glfwGetWindowParam ( GLFW_OPENED ) );
glfwTerminate();
}
这是render_loop函数:
GLuint buffID;
static GLfloat testBuffer[15][3];
void render_loop()
{
glClearColor ( .7, .1, .1, 1.0f );
glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glViewport ( 0, 0, 1024, 768 );
glMatrixMode ( GL_PROJECTION );
glLoadIdentity();
glOrtho ( 0, 1024, 768, 0, 0, -1 );
glMatrixMode ( GL_MODELVIEW );
glLoadIdentity();
//draw a test point
glPointSize ( 10 );
glBegin ( GL_POINTS );
glColor4f ( 1, 1, 1, 1 );
glVertex3f ( 512, 384, 0 );
glEnd();
glBindBuffer(GL_ARRAY_BUFFER,buffID);
glBufferData(GL_ARRAY_BUFFER,3 * sizeof(GLfloat) * 15, testBuffer,GL_DYNAMIC_DRAW);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3,GL_FLOAT,0,testBuffer);
glDrawArrays(GL_POINTS,0,15);
glBindBuffer(GL_ARRAY_BUFFER,0);
glDisableClientState(GL_VERTEX_ARRAY);
glfwSwapBuffers();
}
所有15个顶点都在0,0位置,这是窗口的左上角,我可以看到白点,在我从循环中删除这3行之后:
glBindBuffer(GL_ARRAY_BUFFER,buffID);
glBufferData(GL_ARRAY_BUFFER,sizeof(GLfloat) * 15, testBuffer,GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER,0);
一切都按照我的预期运作,我有几个问题:
1.什么改变了顶点缓冲区的位置?
2.使用这些调用获得多少性能?
答案 0 :(得分:1)
必须称之为:
glBindBuffer(GL_ARRAY_BUFFER,0);
glBufferData
函数之后。
我发现我需要改变这个:
//added this line before glVertexPointer:
glBindBuffer(GL_ARRAY_BUFFER,buffID);
//glVertexPointer(3,GL_FLOAT,0,testBuffer); change last param to 0:
glVertexPointer(3,GL_FLOAT,0,0);
补充说,一切似乎都运作良好。