所以我实现了一个非常快速的VBO,只是为了看看它是否值得从显示列表切换。当我尝试放入纹理坐标时,我遇到了一些麻烦。它使用glDrawArrays与EXC_BAD_ACCESS崩溃。我很确定它是我渲染VBO的方式,特别是按照我这样做的顺序,但我已经尝试过几乎所有东西并且无法让它正常工作。这是我的代码:
//create a vertex buffer object for the particles to use
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//create the data, this is really sloppy
float QuadVertextData[] = {0,0,0,1,0,0,1,1,0,0,1,0};
float QuadTextureData[] = {0,1,1,1,1,0,0,0};
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3, &QuadVertextData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//generate another buffer for the texcoords
glGenBuffers(1, &VBOT);
glBindBuffer(GL_ARRAY_BUFFER, VBOT);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2, &QuadTextureData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
渲染代码:
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexPointer(3, GL_FLOAT, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, VBOT);
glTexCoordPointer(2, GL_FLOAT, 0, 0);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
从我在互联网上看到的情况来看,我没有做错任何事。