WEBGL:INVALID_VALUE:vertexAttribPointer:索引超出范围,INVALID_VALUE:enableVertexAttribArray:索引超出范围

时间:2018-12-07 07:11:04

标签: webgl fragment-shader vertex-shader lighting normals

我从.obj文件中读取数据以绘制模型,并使用纹理和顶点正确绘制了模型。但是,当我想使用照明进行绘制时,出现错误。 此错误是WebGL:

  

INVALID_VALUE:vertexAttribPointer:索引超出范围,INVALID_VALUE:enableVertexAttribArray:索引超出范围。

这段代码是我的顶点着色器

var VertexShaderCode =  "precision mediump float;\n"+
                         "attribute vec3 vertexPos;\n" +
                         "attribute vec3 vertexNormal;\n"+
                         "uniform mat4 modelViewMatrix;\n" +
                         "uniform mat4 projectionMatrix;\n" +
                         "attribute vec2 aTextureCoord;\n" +
                         "varying vec2 vTextureCoord;\n" +
                         "    void main(void) {\n" +
                         "    gl_Position =  projectionMatrix * modelViewMatrix * vec4(vertexPos, 1.0); \n" +
                         "    vTextureCoord = aTextureCoord;\n"+
                         "}\n";

这是我的片段着色器代码

var FragmentShaderCode =  "precision lowp float;"+
                           "uniform vec4 color;"+
                           "varying vec2 vTextureCoord;"+
                            "uniform vec3 u_Ambient_color;\n" +
                           "uniform sampler2D uSampler;"+
                           "uniform int texturecontrol;"+
                           "void main() { "+
                           "vec3 uColor;"+
                           "uColor = u_Ambient_color * vec3(color);"+
                           " if(texturecontrol !=0 )"+
                           " {"+
                           "  gl_FragColor =texture2D(uSampler, vTextureCoord)*vec4(uColor,color.a);"+
                           " }"+
                           " else{"+
                           "  gl_FragColor = vec4(uColor,color.a);"+
                           " }"+
                           "}"

然后我尝试这样绘制。

if(this.Materyals[i].HasTexture){
    this.gl.uniform1i(this.FGlobe.PModeltexturecontrol,1)
    this.gl.uniform3fv(this.FGlobe.PModelAmbientColorLoc,this.Materyals[i].ambient)
    this.gl.uniform4fv(this.FGlobe.PModelColorLoc,this.Materyals[i].color)
    this.gl.bindTexture(this.gl.TEXTURE_2D,this.Materyals[i].Texture)
    this.gl.bindBuffer(this.gl.ARRAY_BUFFER,this.Materyals[i].textureCoord)
    this.gl.vertexAttribPointer(this.FGlobe.PModeltextCoordLoc,2,this.gl.FLOAT,false,0,0)  //şu anda this.gl.ARRAY_BUFFER'a geçerli olan tamponun mevcut köşe tamponu nesnesinin genel bir vertex özniteliğine bağlanması ve düzenini belirtir.
    this.gl.enableVertexAttribArray(this.FGlobe.PModeltextCoordLoc)
}else{            
    this.gl.uniform1i(this.FGlobe.PModeltexturecontrol,0)
    this.gl.uniform3fv(this.FGlobe.PModelAmbientColorLoc,this.Materyals[i].ambient)
    this.gl.uniform4fv(this.FGlobe.PModelColorLoc,this.Materyals[i].color)
    this.gl.disableVertexAttribArray(this.FGlobe.PModeltextCoordLoc)
}
this.gl.bindBuffer(this.gl.ARRAY_BUFFER,this.Materyals[i].normalBuffer)
this.gl.vertexAttribPointer(this.FGlobe.PModelnormalPos,3, this.gl.FLOAT, false, 0, 0)
this.gl.enableVertexAttribArray(this.FGlobe.PModelnormalPos)


this.gl.bindBuffer(this.gl.ARRAY_BUFFER,this.Materyals[i].vertexBuffer)
this.gl.vertexAttribPointer(this.FGlobe.PModelvertexPos,3, this.gl.FLOAT, false, 0, 0)
this.gl.enableVertexAttribArray(this.FGlobe.PModelvertexPos)
this.gl.drawArrays(this.gl.TRIANGLES,0, this.Materyals[i].TriCnt*3);
}

有什么想法吗?

2 个答案:

答案 0 :(得分:0)

您为vertexAttribPointerenableVertexAttribArray指定了错误的属性索引。您尚未提供用于设置这些值的代码,但应仔细检查以确保代码中没有获取属性和制服位置的错字。

答案 1 :(得分:0)

我怀疑是因为您有未使用的属性vertexNormal。如果您在代码中添加一行:

var VertexShaderCode =  "precision mediump float;\n"+
                     "attribute vec3 vertexPos;\n" +
                     "attribute vec3 vertexNormal;\n"+
                     "uniform mat4 modelViewMatrix;\n" +
                     "uniform mat4 projectionMatrix;\n" +
                     "attribute vec2 aTextureCoord;\n" +
                     "varying vec2 vTextureCoord;\n" +
                     "    void main(void) {\n" +
                     "    vertexNormal; \n" +               /* This line here */
                     "    gl_Position =  projectionMatrix * modelViewMatrix * vec4(vertexPos, 1.0); \n" +
                     "    vTextureCoord = aTextureCoord;\n"+
                     "}\n";

一切可能正常。如果是这种情况,则可能是因为WebGL由于未使用该属性而优化了该属性。