所以我正在组装一个高度贴图渲染器,它将完成顶点着色器中的大部分工作,但首先我生成一个渲染的网格,此刻我正在玩openGL的上限和C ++看看我可以渲染的网格有多密集(所以我后来在LoD网格划分方面有了一些东西)
无论如何!切入问题;
在测试32,64和128的meshResolution之后我注意到的问题我经历了运行时崩溃,我通过使用自制的类“indexFace”来阻止它们,它包含6个索引以降低数组长度,问题是在128分辨率只有网格实际显示的三分之一,我想知道openGL可以使用一组BufferObjects呈现或保持多少个索引是否存在限制,或者它是否与我处理C ++方面的问题有关。
我通过以下方式生成网格:
void HeightMapMesh::GenerateMesh(GLfloat meshScale, GLushort meshResolution)
{
GLushort vertexCount = (meshResolution + 1) * (meshResolution + 1);
Vertex_Texture* vertexData = new Vertex_Texture[vertexCount];
GLushort indexCount = (meshResolution * meshResolution) * 6;
//indexFace holds 6 GLushort's in an attempt to overcome the array size limit
indexFace* indexData = new indexFace[meshResolution * meshResolution];
GLfloat scalar = meshScale / ((GLfloat)meshResolution);
GLfloat posX = 0;
GLfloat posY = 0;
for (int x = 0; x <= meshResolution; x++)
{
posX = ((GLfloat)x) * scalar;
for (int y = 0; y <= meshResolution; y++)
{
posY = ((GLfloat)y) * scalar;
vertexData[y + (x * (meshResolution + 1))] = Vertex_Texture(posX, posY, 0.0f, x, y);
}
}
GLint indexPosition;
GLint TL, TR, BL, BR;
for (int x = 0; x < meshResolution; x++)
{
for (int y = 0; y < meshResolution; y++)
{
indexPosition = (y + (x * (meshResolution)));
BL = y + (x * (meshResolution + 1));
TL = y + 1 + (x * (meshResolution + 1));
BR = y + ((x + 1) * (meshResolution + 1));
TR = y + 1 + ((x + 1) * (meshResolution + 1));
indexData[indexPosition] = indexFace(
BL, TR, TL,
BL, BR, TR
);
}
}
mesh.Fill(vertexData, vertexCount, (void *)indexData, indexCount, GL_STATIC_DRAW, GL_STATIC_DRAW);
delete [] vertexData;
delete [] indexData;
}
//This is for mesh.Fill()
void Fill(T* vertData, GLushort vertCount, void* indData, GLushort indCount, GLenum vertUsage, GLenum indUsage)
{
indexCount = indCount;
vertexCount = vertCount;
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjectID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferObjectID);
glBufferData(GL_ARRAY_BUFFER, sizeof(T) * vertexCount, vertData, vertUsage);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * indexCount, indData, indUsage);
}
答案 0 :(得分:1)
因为你的指数很短暂。
例如:GLushort indexCount = (meshResolution * meshResolution) * 6;
meshResolution
的USHRT_MAX值为105。 (105 * 105 * 6 = 66150> 65535)
使用int作为索引。因此,将您的索引更改为无符号整数并执行最终绘制调用,如下所示:
glDrawElements( GL_QUADS, indCount, GL_UNSIGNED_INT, indices); //do this
//glDrawElements( GL_QUADS, indCount, GL_UNSIGNED_SHORT, indices); //instead of this
//also GL_QUADS is deprecated but it seems your data is in that format so I left it that way
你可以保存一堆索引,如果你提取GL_TRIANGLE_STRIP
代替或更好,但在GPU上进行细分,因为这就像它的完美用例。