m_Program = new GLProgram;
m_Program->initWithFilenames(“shader/gldemo.vsh”, “shader/gldemo.fsh”);
m_Program->link();
//set uniform locations
m_Program->updateUniforms();
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
//create vbo
glGenBuffers(1, &vertexVBO);
glBindBuffer(GL_ARRAY_BUFFER, vertexVBO);
auto size = Director::getInstance()->getVisibleSize();
float vertercies[] = {
0,0,0.5, //first point
-1, 1,0.5,
-1, -1,0.5,
-0.3,0,0.8,
1, 1,0.8,
1, -1,0.8};
float color[] = { 1, 0,0, 1, 1,0,0, 1, 1, 0, 0, 1,
0, 1,0, 1, 0,1,0, 1, 0, 1, 0, 1};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertercies), vertercies, GL_STATIC_DRAW);
//vertex attribute "a_position"
GLuint positionLocation = glGetAttribLocation(m_Program->getProgram(), "a_position");
glEnableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid*)0);
//set for color
glGenBuffers(1, &colorVBO);
glBindBuffer(GL_ARRAY_BUFFER, colorVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(color), color, GL_STATIC_DRAW);
GLuint colorLocation = glGetAttribLocation(m_Program->getProgram(), "a_color");
glEnableVertexAttribArray(colorLocation);
glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, 0, (GLvoid*)0);
//for safty
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnable(GL_DEPTH_TEST);
打开深度测试,但它不起作用? 它可以正常显示,但我打开深度测试,红色三角形Z设置为0.5,蓝色设置为0.8,但它们的渲染顺序没有改变?
答案 0 :(得分:0)
多件事:
使用openGL,您通常需要调用这些函数才能进行深度测试:
fun myGet(mContext: Context): WiFiDef {
return WiFiHelper(mContext).getWiFi()
}
并启用深度书写:
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
只是在Google上搜索glDepthMask(GL_TRUE);
给了我一些简洁的结果。你应该查看google在其索引中拥有的多个资源。