代码:
void render()
{
glClear(GL_COLOR_BUFFER_BIT);
GLfloat vertices[6][4] = {
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f }
};
glUseProgram(shadptr->progGraphics);
glBindVertexArray(vao_g);
glBindBuffer(GL_ARRAY_BUFFER, vbo_g);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, vertices, GL_DYNAMIC_DRAW);
glDrawArrays(GL_TRIANGLES, 0, 6);
glUseProgram(shadptr->progText);
glBindVertexArray(vao_t);
glBindBuffer(GL_ARRAY_BUFFER, vbo_t);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, vertices, GL_DYNAMIC_DRAW);
glDrawArrays(GL_TRIANGLES, 0, 6);
SDL_GL_SwapWindow(winptr->window);
}
void set_buffers()
{
glGenVertexArrays(1, &vao_g);
glBindVertexArray(vao_g);
glGenBuffers(1, &vbo_g);
glBindBuffer(GL_ARRAY_BUFFER, vbo_g);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), nullptr);
glGenVertexArrays(1, &vao_t);
glBindVertexArray(vao_t);
glGenBuffers(1, &vbo_t);
glBindBuffer(GL_ARRAY_BUFFER, vbo_t);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), nullptr);
}
我有问题。我不知道为什么在渲染功能中绑定vao之后必须绑定vbo。当我不绑定vbo时,在RenderDoc中出现错误“ glDrawArrays产生了错误(GL_OUT_OF_MEMORY)”,并且在网格输出中,在VS输入中,我看到了错误的值或---值。
答案 0 :(得分:1)
我不知道为什么在渲染功能中绑定vao之后必须绑定vbo”
由于您尝试通过glBufferData
创建和初始化缓冲区对象的数据存储,因此必须绑定缓冲区。
我建议移动代码,该代码将创建缓冲区并将其初始化为set_buffers
。然后,仅在函数render
中绑定顶点数组对象就足够了:
void render()
{
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shadptr->progGraphics);
glBindVertexArray(vao_g);
glDrawArrays(GL_TRIANGLES, 0, 6);
glUseProgram(shadptr->progText);
glBindVertexArray(vao_t);
glDrawArrays(GL_TRIANGLES, 0, 6);
SDL_GL_SwapWindow(winptr->window);
}
void set_buffers()
{
....
GLfloat vertices[6][4] = {
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f }
};
glBindBuffer(GL_ARRAY_BUFFER, vbo_g);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, vertices, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo_t);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, vertices, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
我建议使用glBufferSubData
来更改缓冲区的内容。这将更新缓冲区,但不会创建和初始化全新的数据存储,因此效率更高。