OpenGL 3.x中的VBO索引

时间:2016-01-22 15:01:02

标签: vbo opengl-3 vao

我以下列方式初始化我的VBO / VAO状态,我想知道这是否是正确的顺序,因为glDrawElements()给了我一个SIGSEGV。据我所知,顶点数据和索引数据缓冲区与当前绑定的VAO绑定:

glGenVertexArrays(1, (GLuint*)&vaoId); // make VAO
glGenBuffers(2, (GLuint*)&vboIds); // make data and idx buffers

glBindVertexArray(vaoId);
glBindBuffer(GL_ARRAY_BUFFER, vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, mumVertices * strideBytes, NULL, static_cast<GLenum>(usagePattern)); // numVertices == 4

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, numElements * sizeof(cx_uint_t), NULL, static_cast<GLenum>(usagePattern)); // numElements == 6

然后,从代码中的另一个点缓冲数据初始化:

glBindVertexArray(vaoId);
glBindBuffer(GL_ARRAY_BUFFER, vboIds[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[1]);

currentDataBuffer = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
currentElemBuffer = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);

// setup vertex data in 'currentDataBuffer' (coords, color):
// vert1: -100.0f,-100.0f, 0.0f,    1.0f, 1.0f, 1.0f, 1.0f
// vert2:  100.0f,-100.0f, 0.0f,    1.0f, 1.0f, 0.0f, 1.0f
// vert3:  100.0f, 100.0f, 0.0f,    0.0f, 1.0f, 0.0f, 1.0f
// vert4: -100.0f, 100.0f, 0.0f,    0.0f, 0.0f, 1.0f, 1.0f

// setup element data in 'currentElemBuffer':
// 0, 1, 3, 1, 2, 3

// shader attribs setup
glEnableVertexAttribArray(getAttribName("vert"));
glVertexAttribPointer(getAttribName("vert"), 3, GL_FLOAT, false, 7 * sizeof(cx_float_t), NULL);
glEnableVertexAttribArray(getAttribName("color"));
glVertexAttribPointer(getAttribName("color"), 4, GL_FLOAT, false, 7 * sizeof(cx_float_t), (cx_genptr_t)(3 * sizeof(cx_float_t)));

glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

glBindVertexArray(0);

现在渲染部分:

glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

glBindVertexArray(vaoId);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL);
glBindVertexArray(0);

glPopAttrib();

我非常感谢你的帮助,提前谢谢。

1 个答案:

答案 0 :(得分:1)

您认为GL_ELEMENT_ARRAY_BUFFER绑定与VAO绑定是正确的。这完全是你的问题。查看缓冲区初始化代码的结尾:

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

glBindVertexArray(0);

在VAO仍处于绑定状态时,您需要解除绑定GL_ELEMENT_ARRAY_BUFFER。这意味着VAO中跟踪的当前绑定变为0

然后绑定VAO进行渲染:

glBindVertexArray(vaoId);

你没有绑定索引缓冲区。

要解决此问题,只需删除在缓冲区初始化代码末尾取消绑定GL_ELEMENT_ARRAY_BUFFER的调用。