大家好,我正在为我的游戏制作一个小型3D引擎,我为顶点数组和VBO创建了一个类。它一直在工作,直到我试图向顶点数组添加索引。现在它只绘制索引的第一个元素!
这是函数build,它生成VAO和VBO。
void build() {
vboID = new GLuint[vboS];
if (vertexIndexing) {
for (int n = 0, m = 0, i = 0; n < vertexes.size(); m++) {
if (i + m >= vertexes.size()) {
break;
}
indices.push_back((GLushort)(i+m));
if (m >= s) {
m = 0;
n++;
i+=s/2;
std::cout << "\n";
}
std::cout << i + m << " , ";
}
std::cout << "\n";
}
shader->use();
glGenVertexArrays(1, &vaoID);
glBindVertexArray(vaoID);
glGenBuffers(vboS, vboID);
if (vertexIndexing) {
glGenBuffers(1, &IBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLushort), &indices[0], GL_STATIC_DRAW);
}
int n = 0;
if (options.vertex) {
shader->addAttribute("vertex");
glBindBuffer(GL_ARRAY_BUFFER, vboID[n]);
glBufferData(GL_ARRAY_BUFFER, pos.size() * sizeof(GLfloat), &pos[0], GL_STATIC_DRAW);
glVertexAttribPointer(shader->attribute("vertex"), 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(shader->attribute("vertex"));
n++;
}
if (options.color) {
shader->addAttribute("color");
glBindBuffer(GL_ARRAY_BUFFER, vboID[n]);
glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(GLfloat), &colors[0], GL_STATIC_DRAW);
glVertexAttribPointer(shader->attribute("color"), 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(shader->attribute("color"));
n++;
}
if (options.normal) {
shader->addAttribute("normal");
glBindBuffer(GL_ARRAY_BUFFER, vboID[n]);
glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(GLfloat), &normals[0], GL_STATIC_DRAW);
glVertexAttribPointer(shader->attribute("normal"), 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(shader->attribute("normal"));
n++;
}
if (options.texcoord) {
shader->addAttribute("texcoord");
glBindBuffer(GL_ARRAY_BUFFER, vboID[n]);
glBufferData(GL_ARRAY_BUFFER, texcoords.size() * sizeof(GLfloat), &texcoords[0], GL_STATIC_DRAW);
glVertexAttribPointer(shader->attribute("texcoord"), 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(shader->attribute("texcoord"));
n++;
}
glBindVertexArray(0);
shader->disable();
}
这是绘制VAO的函数draw。
void draw() {
glBindVertexArray(vaoID);
if (vertexIndexing) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
shader->use();
glDrawElements(mode, indices.size(), GL_UNSIGNED_SHORT, 0);
shader->disable();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
else {
shader->use();
glDrawArrays(mode, 0, vertexes.size());
shader->disable();
}
glBindVertexArray(0);
}
注意:我删除了glEnableClientState(GL_VERTEX_ARRAY),因为它没有做任何事情。
答案 0 :(得分:0)
好的,我修好了。这不是openGL的问题。 这是指数的产生。
新指数产生:
for (int n = 0, m = 0, i = 0; n < vertexes.size(); m++) {
if (i + m >= vertexes.size()) {
break;
}
if (m >= s) {
m = 0;
n++;
i+=s/2;
}
indices.push_back((GLushort)(i + m));
}