我可能做的事情确实很愚蠢,所以请纠正我。 我正在尝试使顶点移动,以便...
在OnLoad
中,我将按照您的设置来设置VBO。
在OnFrameRender
中,我尝试编辑顶点,然后执行drawArrays
。
但是我无法在OpenTk窗口中看到此更改。进行ConsoleWrite(prymi.vertOne)
可以告诉我struct已被编辑(我的确从0到20犯罪),因此我假设此值未在GPU上更新。我尝试了每个VBO BufferUsageHint
(动态/静态/流(复制/绘制/读取)),但事实并非如此。我已经读到我应该使用BufferSubData
(我还不知道这个概念(所以任何帮助都将是有帮助的),但是编辑通过VBO StreamDraw
作为引用传递的对象也应该做到这一点...还是我错了?
谢谢大家:)
struct TrianglePrymi
{
public Vector2 vertOne;
public Vector2 vertSec;
public Vector2 VertThird;
public TrianglePrymi(Vector2 fi, Vector2 sec, Vector2 thi )
{
vertOne = fi;
vertSec = sec;
VertThird = thi;
}
public void edit(Vector2 a)
{
vertOne = a;
}
public static int retSize()
{
return (3 * Vector2.SizeInBytes);
}
}
protected override void OnLoad(EventArgs e)
{
prymi = new TrianglePrymi(new Vector2(20,20),new Vector2(300,200), new Vector2(530,420));
ttttt = TrianglePrymi.retSize();
VBO = GL.GenBuffer();
GL.BindVertexArray(VAO);
GL.BindBuffer(BufferTarget.ArrayBuffer, VBO);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)ttttt,ref prymi, BufferUsageHint.DynamicDraw);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
base.OnLoad(e);
}
protected override void OnRenderFrame(FrameEventArgs e)
{
Console.WriteLine(prymi.vertOne[0]);
//Console.WriteLine(prymi.vertSec);
//Console.WriteLine(prymi.VertThird);
magicNumber += 1.00f;
float x = Math.Abs(20 * (float)Math.Sin(magicNumber));
float y = Math.Abs(20 * (float)Math.Cos(magicNumber));
GL.EnableClientState(ArrayCap.VertexArray);
GL.Clear(ClearBufferMask.ColorBufferBit|ClearBufferMask.DepthBufferBit);
GL.ClearColor(Color.Gray);
prymi.edit(new Vector2(x, y));
Vector2 vec = new Vector2(magicNumber, 450);
Matrix4 world = Matrix4.CreateOrthographicOffCenter(0, widX, 0, heiY, 0, 2000);
GL.LoadMatrix(ref world);
GL.Color3(Color.Yellow);
prymi.vertOne = vec;
GL.BindBuffer(BufferTarget.ArrayBuffer, VBO);
GL.VertexPointer(2, VertexPointerType.Float,Vector2.SizeInBytes, 0);
GL.DrawArrays(BeginMode.Triangles, 0, 3);
GL.End();
GL.Flush();
base.OnRenderFrame(e);
this.SwapBuffers();
}