为什么纹理不适用?

时间:2011-10-14 21:48:28

标签: ios4 opengl-es-2.0 texture2d

我有一个带有纹理的立方体,当我将我的数据数组更改为VBO(glGen等)时,我的立方体渲染为灰色。但是如果我使用类似glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 0, myBuf);的东西,一切都可以。什么问题?请帮帮我。

 - (void)render:(CADisplayLink*)displayLink {
        glClearColor(0.0f, 1.0f,0.5f, 1.0f);


   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glEnable(GL_DEPTH_TEST);

        CC3GLMatrix *projection = [CC3GLMatrix matrix];
        float h = 4.0f * self.frame.size.height / self.frame.size.width;
        [projection populateFromFrustumLeft:-2 andRight:2 andBottom:-h/2 andTop:h/2 andNear:2 andFar:4];
        glUniformMatrix4fv(_projectionUniform, 1, 0, projection.glMatrix);
        CC3GLMatrix *modelView = [CC3GLMatrix matrix];
        [modelView populateFromTranslation:CC3VectorMake(sin(CACurrentMediaTime()), 0, -2)];
        _currentRotation += displayLink.duration * 90;
        [modelView rotateBy:CC3VectorMake(_currentRotation, _currentRotation, -1)];
        glUniformMatrix4fv(_modelViewUniform, 1, 0, modelView.glMatrix);

        // 1
        glViewport(0, 0, self.frame.size.width, self.frame.size.height);
        // 2

        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glActiveTexture(GL_TEXTURE0);

        glBindTexture(GL_TEXTURE_2D, texture[0].texID);
        glUniform1i(uniformTexture, 0);
        glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, 0, 0);
          glEnableVertexAttribArray(_positionSlot);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cubeIndexes);
        glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, 0, 0, texCoord);
        glEnableVertexAttribArray(ATTRIB_TEXCOORD);

        glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, (void*)0);

        //glBindTexture(GL_TEXTURE_2D, 0);
        glBindBuffer(GL_ARRAY_BUFFER,0);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
        [_context presentRenderbuffer:GL_RENDERBUFFER];
    }

1 个答案:

答案 0 :(得分:0)

您需要使用客户端状态在顶点缓冲区上应用详细信息,请参阅glEnableClientState和glClientActiveTexture手动条目。

尝试以这种方式更改代码。

    glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
    glEnableClientState(GL_VERTEX_ARRAY); // NEW! we need to enable client state.
    glActiveClientTexture(GL_TEXTURE0); // CHANGED! We need to use textures in the client state.

另见How to call glDrawElements with static TexCoords and Dynamic Vertices

您使用的是哪个版本的OpenGL?我希望OpenGL ES 2.0