我想以顶点缓冲区对象的形式存储每个实例中Cat
个对象的顶点,法线和纹理信息,但我不知道如何。我想要这样的东西:
@property(nonatomic, assign) int *indices; // vertex indices for glDrawElements
@property(nonatomic, assign) GLKVertexAttrib vertexBufferObject; // ideally
@property(assign) GLKVector2 position;
@property(assign) GLKVector2 velocity;
如果您无法创建包含特定VBO的对象,您会怎么做?
答案 0 :(得分:0)
我最终这样做了:
@property(nonatomic, assign) int *indices;
@property(nonatomic, assign) GLuint vertexBuffer; // good
@property(assign) GLKVector2 position;
@property(assign) GLKVector2 velocity;
- (id)initWithVertices: (SceneVertex [])vertices size: (uint) size; // very good
- (void)render;
然后这个:
- (id) initWithVertices:(SceneVertex [])vertices size:(uint)size
{
if (self = [super init])
{
glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, size * sizeof(SceneVertex), vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(GLKVertexAttribPosition);
int stride = sizeof(GLKVector3) * 2;
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(0));
glEnableVertexAttribArray(GLKVertexAttribNormal);
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(sizeof(GLKVector3)));
}
return self;
}
它运作得很好。现在我的所有信息都包含在每个对象中。真棒!