每当我尝试使用glDrawElements绘制网格物体时,我的程序都没有错误,但它并没有绘制任何东西。我很确定问题出在glDrawElements上,因为如果我将glDrawElements注释掉并用glDrawArrays替换它,它就能很好地工作。所以,我的问题是,任何人都可以帮我弄清楚为什么会这样吗?
glGetError也没有返回错误
#include "Mesh.h"
Mesh::Mesh(glm::vec2* vertices, glm::vec2* texCoords, GLushort* elements, int size)
{
m_size = size;
m_vertices = vertices;
m_elements = elements;
movementVector = glm::vec2(0.0f, 0.0f);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, size * sizeof(float), vertices, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glGenBuffers(1, &tex_vbo);
glBindBuffer(GL_ARRAY_BUFFER, tex_vbo);
glBufferData(GL_ARRAY_BUFFER, size * sizeof(float), texCoords, GL_STATIC_DRAW);
// note: I assume that vertex positions are location 0
int dimensions = 2; // 2d data for texture coords
glVertexAttribPointer(1, dimensions, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray (1); // don't forget this!
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW);
}
Mesh::~Mesh()
{
glDeleteVertexArrays(1, &vbo);
}
void Mesh::Draw()
{
glBindVertexArray(vao);
glEnableVertexAttribArray(0);
//glDrawArrays(GL_TRIANGLES, 0, 8);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
glDisableVertexAttribArray(0);
}
这里是指向处理绘图对象到屏幕的代码的链接,同样,我已经测试了我的着色器,它们功能齐全,除非通过glDrawElements绘图也需要更改着色器,所以没有什么是与他们一起造成这种情况。