似乎我在游戏中对VBO进行纹理处理时遇到了一些麻烦。 VBO本身似乎渲染得很好,我甚至可以相应地切换面。然而,当我尝试添加纹理时,一切看起来都是倾斜的,一些纹理甚至在错误的面上。当我使用VAO时,一切都运转良好,所以我目前不知道为什么纹理突然不起作用。
这是一张图片:
以下是相关数据:
private static uint frontFaceHandle;
private static uint backFaceHandle;
private static uint leftFaceHandle;
private static uint rightFaceHandle;
private static uint topFaceHandle;
private static uint bottomFaceHandle;
private static uint indexBufferId;
private static uint colorBufferId;
private static uint texCoordBufferId;
private static float[] textureCoordData = {
0, 1,
1, 1,
1, 0,
0, 0,
};
private static ushort[] indices = {
0, 1, 3,
0, 3, 2
};
private static float[] colorData = {
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
};
private static float[] frontFaceVert = {
-1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f
};
private static float[] backFaceVert = {
1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f,
};
private static float[] leftFaceVert = {
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
};
private static float[] rightFaceVert = {
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
};
private static float[] topFaceVert = {
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
};
private static float[] bottomFaceVert = {
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
};
我上传数据的方式:
static Voxel() {
/**
* Front Face
*/
GL.GenBuffers( 1 , out frontFaceHandle );
GL.BindBuffer( BufferTarget.ArrayBuffer , frontFaceHandle );
GL.BufferData(
BufferTarget.ArrayBuffer ,
( IntPtr )( frontFaceVert.Length * sizeof( float ) ) ,
frontFaceVert ,
BufferUsageHint.StaticDraw );
/**
* Back Face
*/
GL.GenBuffers( 1 , out backFaceHandle );
GL.BindBuffer( BufferTarget.ArrayBuffer , backFaceHandle );
GL.BufferData(
BufferTarget.ArrayBuffer ,
( IntPtr )( backFaceVert.Length * sizeof( float ) ) ,
backFaceVert ,
BufferUsageHint.StaticDraw );
/**
* Left Face
*/
GL.GenBuffers( 1 , out leftFaceHandle );
GL.BindBuffer( BufferTarget.ArrayBuffer , leftFaceHandle );
GL.BufferData(
BufferTarget.ArrayBuffer ,
( IntPtr )( leftFaceVert.Length * sizeof( float ) ) ,
leftFaceVert ,
BufferUsageHint.StaticDraw );
/**
* Right Face
*/
GL.GenBuffers( 1 , out rightFaceHandle );
GL.BindBuffer( BufferTarget.ArrayBuffer , rightFaceHandle );
GL.BufferData(
BufferTarget.ArrayBuffer ,
( IntPtr )( rightFaceVert.Length * sizeof( float ) ) ,
rightFaceVert ,
BufferUsageHint.StaticDraw );
/**
* Top Face
*/
GL.GenBuffers( 1 , out topFaceHandle );
GL.BindBuffer( BufferTarget.ArrayBuffer , topFaceHandle );
GL.BufferData(
BufferTarget.ArrayBuffer ,
( IntPtr )( topFaceVert.Length * sizeof( float ) ) ,
topFaceVert ,
BufferUsageHint.StaticDraw );
/**
* Bottom Face
*/
GL.GenBuffers( 1 , out bottomFaceHandle );
GL.BindBuffer( BufferTarget.ArrayBuffer , bottomFaceHandle );
GL.BufferData(
BufferTarget.ArrayBuffer ,
( IntPtr )( bottomFaceVert.Length * sizeof( float ) ) ,
bottomFaceVert ,
BufferUsageHint.StaticDraw );
/**
* Texture Buffer
*/
GL.GenBuffers( 1 , out texCoordBufferId );
GL.BindBuffer( BufferTarget.ArrayBuffer , texCoordBufferId );
GL.BufferData( BufferTarget.ArrayBuffer , ( IntPtr )( textureCoordData.Length * sizeof( float ) ) , textureCoordData , BufferUsageHint.StaticDraw );
/**
* Index Buffer
*/
GL.GenBuffers( 1 , out indexBufferId );
GL.BindBuffer( BufferTarget.ElementArrayBuffer , indexBufferId );
GL.BufferData(
BufferTarget.ElementArrayBuffer ,
( IntPtr )( indices.Length * sizeof( ushort ) ) ,
indices ,
BufferUsageHint.StaticDraw );
/**
* Color buffer (This Remains unused for now
*/
GL.GenBuffers( 1 , out colorBufferId );
GL.BindBuffer( BufferTarget.ArrayBuffer , colorBufferId );
GL.BufferData(
BufferTarget.ArrayBuffer ,
( IntPtr )colorData.Length ,
colorData ,
BufferUsageHint.StaticDraw );
}
我绘制立方体的方式(每张脸都是单独的vbo):
public void Render( FirstPersonCameraWidget gameCamera ) {
GL.Translate( Location.X , Location.Y , Location.Z );
GL.Enable( EnableCap.Texture2D );
GL.EnableClientState( ArrayCap.VertexArray );
GL.EnableClientState( ArrayCap.TextureCoordArray );
if( ShowFrontFace ) {
GL.BindBuffer( BufferTarget.ArrayBuffer , frontFaceHandle );
GL.BindBuffer( BufferTarget.TextureBuffer , texCoordBufferId );
GL.BindBuffer( BufferTarget.ElementArrayBuffer , indexBufferId );
GL.VertexPointer( 3 , VertexPointerType.Float , 0 , IntPtr.Zero );
GL.TexCoordPointer( 2 , TexCoordPointerType.Float , 0 , IntPtr.Zero );
GL.BindTexture( TextureTarget.Texture2D , TextureAtlas.FrontFace.GetID() );
GL.DrawElements( PrimitiveType.Triangles , 6 , DrawElementsType.UnsignedShort , IntPtr.Zero );
}
if( ShowBackFace ) {
GL.BindBuffer( BufferTarget.ArrayBuffer , backFaceHandle );
GL.BindBuffer( BufferTarget.TextureBuffer , texCoordBufferId );
GL.BindBuffer( BufferTarget.ElementArrayBuffer , indexBufferId );
GL.VertexPointer( 3 , VertexPointerType.Float , 0 , IntPtr.Zero );
GL.TexCoordPointer( 2 , TexCoordPointerType.Float , 0 , IntPtr.Zero );
GL.BindTexture( TextureTarget.Texture2D , TextureAtlas.BackFace.GetID() );
GL.DrawElements( PrimitiveType.Triangles , 6 , DrawElementsType.UnsignedShort , IntPtr.Zero );
}
if( ShowLeftFace ) {
GL.BindBuffer( BufferTarget.ArrayBuffer , leftFaceHandle );
GL.BindBuffer( BufferTarget.TextureBuffer , texCoordBufferId );
GL.BindBuffer( BufferTarget.ElementArrayBuffer , indexBufferId );
GL.VertexPointer( 3 , VertexPointerType.Float , 0 , IntPtr.Zero );
GL.TexCoordPointer( 2 , TexCoordPointerType.Float , 0 , IntPtr.Zero );
GL.BindTexture( TextureTarget.Texture2D , TextureAtlas.LeftFace.GetID() );
GL.DrawElements( PrimitiveType.Triangles , 6 , DrawElementsType.UnsignedShort , IntPtr.Zero );
}
if( ShowRightFace ) {
GL.BindBuffer( BufferTarget.ArrayBuffer , rightFaceHandle );
GL.BindBuffer( BufferTarget.TextureBuffer , texCoordBufferId );
GL.BindBuffer( BufferTarget.ElementArrayBuffer , indexBufferId );
GL.VertexPointer( 3 , VertexPointerType.Float , 0 , IntPtr.Zero );
GL.TexCoordPointer( 2 , TexCoordPointerType.Float , 0 , IntPtr.Zero );
GL.BindTexture( TextureTarget.Texture2D , TextureAtlas.RightFace.GetID() );
GL.DrawElements( PrimitiveType.Triangles , 6 , DrawElementsType.UnsignedShort , IntPtr.Zero );
}
if( ShowTopFace ) {
GL.BindBuffer( BufferTarget.ArrayBuffer , topFaceHandle );
GL.BindBuffer( BufferTarget.TextureBuffer , texCoordBufferId );
GL.BindBuffer( BufferTarget.ElementArrayBuffer , indexBufferId );
GL.VertexPointer( 3 , VertexPointerType.Float , 0 , IntPtr.Zero );
GL.TexCoordPointer( 2 , TexCoordPointerType.Float , 0 , IntPtr.Zero );
GL.BindTexture( TextureTarget.Texture2D , TextureAtlas.TopFace.GetID() );
GL.DrawElements( PrimitiveType.Triangles , 6 , DrawElementsType.UnsignedShort , IntPtr.Zero );
}
if( ShowBottomFace ) {
GL.BindBuffer( BufferTarget.ArrayBuffer , bottomFaceHandle );
GL.BindBuffer( BufferTarget.TextureBuffer , texCoordBufferId );
GL.BindBuffer( BufferTarget.ElementArrayBuffer , indexBufferId );
GL.VertexPointer( 3 , VertexPointerType.Float , 0 , IntPtr.Zero );
GL.TexCoordPointer( 2 , TexCoordPointerType.Float , 0 , IntPtr.Zero );
GL.BindTexture( TextureTarget.Texture2D , TextureAtlas.BottomFace.GetID() );
GL.DrawElements( PrimitiveType.Triangles , 6 , DrawElementsType.UnsignedShort , IntPtr.Zero );
}
GL.Translate( -Location.X , -Location.Y , -Location.Z );
}
希望有人能发现我做错了什么。
更新:我已根据@Andom M. Coleman的建议修改了代码并且它工作正常,但多维数据集仍然略微倾斜。
答案 0 :(得分:3)
您正在为纹理坐标数组和位置数组使用不同的VBO,对吗?这些东西没有离散的绑定位置,您的代码应该看起来像这样:
if( ShowFrontFace ) {
GL.BindBuffer( BufferTarget.ArrayBuffer , frontFaceHandle );
GL.VertexPointer( 3 , VertexPointerType.Float , 0 , IntPtr.Zero );
// ArrayBuffer!
GL.BindBuffer( BufferTarget.ArrayBuffer , texCoordBufferId );
GL.TexCoordPointer( 2 , TexCoordPointerType.Float , 0 , IntPtr.Zero );
GL.BindTexture( TextureTarget.Texture2D , TextureAtlas.FrontFace.GetID() );
GL.BindBuffer( BufferTarget.ElementArrayBuffer , indexBufferId );
GL.DrawElements( PrimitiveType.Triangles , 6 , DrawElementsType.UnsignedShort , IntPtr.Zero );
注意: BufferTarget.TextureBuffer
实际上是对缓冲区对象(纹理缓冲区对象)的完全不同的使用。
对于顶点缓冲区,您始终将它们绑定到BufferTarget.ArrayBuffer
,然后下一个gl___CoordPointer (...)
调用将相对于当前绑定的任何内容。
在原始代码中,由于BufferTarget.ArrayBuffer
仅被设置一次,因此纹理坐标指针实际上来自与顶点位置相同的数据集。这显然不是你想要的行为。
事实上,如果你想获得幻想,你可以将纹理指针的规格从分支中拉出来,因为它是不变的。每次绘制多维数据集时,只需执行以下 一次 :
GL.BindBuffer ( BufferTarget.ArrayBuffer , texCoordBufferId );
GL.TexCoordPointer( 2 , TexCoordPointerType.Float , 0 , IntPtr.Zero );