我无法渲染简单的三角形。下面的代码编译并运行,除了没有任何三角形;只有黑色背景。
GLuint VBO;
static void RenderSceneCB()
{
//glClear sets the bitplane area of the window to values previously selected by glClearColor, glClearDepth, and glClearStencil.
glClear(GL_COLOR_BUFFER_BIT);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
//swaps the buffers of the current window if double buffered.
glutSwapBuffers();
}
static void InitializeGlutCallbacks()
{
glutDisplayFunc(RenderSceneCB);
}
static void CreateVertexBuffer()
{
Vector3f Vertices[3];
Vertices[0] = Vector3f(-1.0f, -1.0f, 0.0f);
Vertices[1] = Vector3f(1.0f, -1.0f, 0.0f);
Vertices[2] = Vector3f(0.0f, 1.0f, 0.0f);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA);
glutInitWindowSize(1024, 768);
glutInitWindowPosition(100, 100);
glutCreateWindow("Tutorial 02");
InitializeGlutCallbacks();
// Must be done after glut is initialized!
GLenum res = glewInit();
if (res != GLEW_OK) {
fprintf(stderr, "Error: '%s'\n", glewGetErrorString(res));
return 1;
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
CreateVertexBuffer();
glutMainLoop();
return 0;
}
答案 0 :(得分:3)
由于你没有着色器,OpenGL不知道如何解释你的顶点属性0,因为它只知道位置,颜色等,而不是通用属性。请注意,这可能适用于某些GPU,因为它们会将通用属性映射到相同的"插槽",然后将零解释为位置(对于这些问题,通常NVidia不那么严格)。
您可以使用MiniShader,只需在CreateVertexBuffer();
之后添加以下代码:
minish::InitializeGLExts(); // initialize shading extensions
const char *vs =
"layout(location = 0) in vec3 pos;\n"
// the layout specifier binds this variable to vertex attribute 0
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1.0);\n"
"}\n";
const char *fs = "void main() { gl_FragColor=vec4(.0, 1.0, .0, 1.0); }"; // green
minish::CompileShader(vs, fs);
请注意,我是从头脑中写的,如果有错误,请发表评论。