我开始尝试使用JOGL绘制VBO。在此之前,我在glBegin和glEnd的帮助下绘制,一切正常。然后我看到只有黑屏。可能是什么问题呢?我在某处读到使用VBO进行绘图需要着色器。是这样吗? 代码:
public class Main implements GLEventListener {
public static DisplayMode dm, dm_old;
private GLU glu = new GLU();
private float xrot,yrot,zrot;
private int texture;
Texture t;
@Override
public void display(GLAutoDrawable drawable) {
final GL2 gl = drawable.getGL().getGL2();
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity(); // Reset The View
gl.glTranslatef(0f, 0f, -5.0f);
gl.glBindTexture(GL2.GL_TEXTURE_2D, texture);
final float[] coordData = {
0, 0, //
1, 0, //
0, 1, //
};
final float[] vertices = {
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
};
// Setup the vertices into the buffer
FloatBuffer verts = Buffers.newDirectFloatBuffer(vertices.length);
verts.put(vertices).position(0);
// Setup the texture coordinates
FloatBuffer coords = Buffers.newDirectFloatBuffer(coordData.length);
coords.put(coordData).position(0);
gl.glVertexPointer(3, GL2.GL_FLOAT, 0, verts);
gl.glTexCoordPointer(2, GL2.GL_FLOAT, 0, coords);
gl.glDrawArrays(GL2.GL_TRIANGLES, 0, 3);
//change the speeds here
xrot += 5f;
}
@Override
public void init(GLAutoDrawable drawable) {
final GL2 gl = drawable.getGL().getGL2();
gl.glShadeModel(GL2.GL_SMOOTH);
gl.glClearColor(0f, 0f, 0f, 0f);
gl.glClearDepth(1.0f);
gl.glEnable(GL2.GL_DEPTH_TEST);
gl.glDepthFunc(GL2.GL_LEQUAL);
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST);
gl.glEnable(GL2.GL_TEXTURE_2D);
try {
File im = new File("/home/congard/pic/t.jpeg");
t = TextureIO.newTexture(im, true);
texture= t.getTextureObject(gl);
}catch(IOException e){
e.printStackTrace();
}
}
@Override
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
// TODO Auto-generated method stub
}
public static void main(String[] args) {
// some code
}
}
答案 0 :(得分:3)
您没有为顶点和纹理坐标启用客户端功能。见Client-Side Vertex Arrays
和glEnableClientState
。
将以下内容添加到您的代码中:
gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL2.GL_TEXTURE_COORD_ARRAY);
gl.glVertexPointer(3, GL2.GL_FLOAT, 0, verts);
gl.glTexCoordPointer(2, GL2.GL_FLOAT, 0, coords);