我有一个班级,我正试图用它渲染一个三角形,但它一直在失败,我不知道为什么,有人能发现问题吗?我已经尝试过使用静态和动态vbo,但我一直遇到内存问题。
我收到的错误是:
” OpenTK.dll
中出现未处理的“System.AccessViolationException”类型异常附加信息:尝试读取或写入受保护的内存。这通常表明其他内存已损坏。 “
我的用法是:
var m = new Mesh();
m.Vertices = new float[] {
0, 0, 0,
5, 0, 0,
5, 5, 0
};
m._Indices = new ushort[] { 0, 1, 2 };
m.Init();
我的班级是
namespace lolGL
{
using System;
using OpenTK.Graphics.OpenGL;
using OpenTK;
public class Mesh : Entity
{
public ushort[] _Indices = null;
int m_vertexBuffer = 0;
int m_indexBuffer = 0;
bool use16BitIndices
{
get { return Vertices.Length <= 65536; }
}
public Mesh() { }
public void Init()
{
GL.GenBuffers(1, out m_vertexBuffer);
GL.BindBuffer(BufferTarget.ArrayBuffer, m_vertexBuffer);
GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(BlittableValueType.StrideOf<float>(Vertices) * Vertices.Length), Vertices, BufferUsageHint.StaticDraw);
GL.GenBuffers(1, out m_indexBuffer);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, m_indexBuffer);
int indexSize = use16BitIndices ? sizeof(short) : sizeof(int);
GL.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(indexSize * _Indices.Length), _Indices, BufferUsageHint.StaticDraw);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
}
public override void Render(OpenTK.FrameEventArgs e)
{
GL.BindBuffer(BufferTarget.ArrayBuffer, m_vertexBuffer);
GL.BindBuffer(BufferTarget.ArrayBuffer, m_indexBuffer);
GL.EnableClientState(ArrayCap.VertexArray);
GL.VertexPointer(3, VertexPointerType.Float, Vector3.SizeInBytes, 0);
if (use16BitIndices)
GL.DrawElements(BeginMode.TriangleStrip, _Indices.Length, DrawElementsType.UnsignedShort, 0);
else
GL.DrawElements(BeginMode.TriangleStrip, _Indices.Length, DrawElementsType.UnsignedInt, 0);
GL.Disable(EnableCap.VertexArray);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
}
public override void EmptyBuffer()
{
Vertices = null;
_Indices = null;
}
public override void Dispose()
{
EmptyBuffer();
}
public override void Delete()
{
if (m_indexBuffer != 0)
GL.DeleteBuffers(1, ref m_indexBuffer);
if (m_vertexBuffer != 0)
GL.DeleteBuffers(1, ref m_vertexBuffer);
Dispose();
}
public override void ApplyColorMap(int[] colors)
{
throw new NotImplementedException();
}
}
}
答案 0 :(得分:1)
在Render函数中,您将索引缓冲区绑定到错误的目标。
GL.BindBuffer(BufferTarget.ArrayBuffer, m_indexBuffer);
应该是:
GL.BindBuffer(BufferTarget.ElementArrayBuffer, m_indexBuffer);
根据你最后解除束缚的方式,这可能只是一个错字。
另外,不相关但你用use16BitIndices
做的整件事是错误的。重要的不是数组的长度,而是数组中每个元素的大小。如果您的65536
顶点超过,则需要索引值大于65536
的索引(ushort
无法处理)。在这种情况下,您需要上传int[]
。