好的,我正在尝试编写一个简单的渲染循环来理解glMultiDrawElementsIndirect
。但此刻它冻结了我的整台计算机(Ubuntu 14.04)并迫使我重新启动它。
我将此结构定义为OpenGL规范的指导:
struct DrawElementsIndirectCommand{
GLuint count;
GLuint instanceCount;
GLuint firstIndex;
GLuint baseVertex;
GLuint baseInstance;
};
然后我的理解是这个(伪代码):
create vertex array
create vertex buffer
create element buffer
create draw indirect buffer
bind vertex array
bind vertex buffer & allocate some base storage
bind element buffer & allocate some base storage
bind draw indirect buffer & allocate some base storage
for every mesh in meshes
load vertices into back of GL_ARRAY_BUFFER
load elements into back of GL_ELEMENT_ARRAY_BUFFER
create Draw...Command and put it at the back of GL_DRAW_INDIRECT_BUFFER
然后在我的绘图循环中:
bind vertex array
glMultiDrawElementsIndirect(
GL_TRIANGLES,
GL_UNSIGNED_INT,
nullptr,
num of commands loaded,
0
)
这完全冻结了我的电脑D:我真的不认为我理解正确使用glMultiDrawElementsIndirect
,这是正确的方法吗?我怎么能像现在这样做呢?我想将所有网格加载到一个块中。