GLES error: vertex attribute array is enabled with no data bound
GLES error: vertex attribute array is enabled with no data bound
OpenGl 新手,目前正在研究 Android NDK。我目前收到此错误,无法弄清楚。我觉得这是基本的东西,但我可能是错的。 java 渲染端的 appRender 每帧 运行。
错误:
E/emuglGLESv2_enc: glDrawArrays: a vertex attribute array is enabled with no data bound
app.cpp:
void appRender(long tick, int width, int height){
const float vertices[] =
{
0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
glClear(GL_COLOR_BUFFER_BIT);
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Setup colors for each vertex
GLfloat colors[3*4];
for (int v = 0; v < 3; v++){
colors[4*v+0] = 0;
colors[4*v+1] = 1;
colors[4*v+2] = 0;
colors[4*v+3] = 1;
}
// Setup color buffer
GLuint colorBuffer;
glGenBuffers(1, &colorBuffer);
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(
1,
3,
GL_FLOAT,
GL_FALSE,
0,
(void*)0
);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glVertexAttribPointer(
1,
4,
GL_FLOAT,
GL_FALSE,
0,
(void*)0
);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindTexture(GL_TEXTURE_2D, 0);
//textRenderer.RenderTexts(0.5f);
//boxRenderer.RenderBoxes(0.5f);
}
所以我找到了,是的,我很糟糕。
glVertexAttribPointer(1,3,...) -> glVertexAttribPointer(0,3,...)
OpenGl 新手,目前正在研究 Android NDK。我目前收到此错误,无法弄清楚。我觉得这是基本的东西,但我可能是错的。 java 渲染端的 appRender 每帧 运行。
错误:
E/emuglGLESv2_enc: glDrawArrays: a vertex attribute array is enabled with no data bound
app.cpp:
void appRender(long tick, int width, int height){
const float vertices[] =
{
0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
glClear(GL_COLOR_BUFFER_BIT);
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Setup colors for each vertex
GLfloat colors[3*4];
for (int v = 0; v < 3; v++){
colors[4*v+0] = 0;
colors[4*v+1] = 1;
colors[4*v+2] = 0;
colors[4*v+3] = 1;
}
// Setup color buffer
GLuint colorBuffer;
glGenBuffers(1, &colorBuffer);
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(
1,
3,
GL_FLOAT,
GL_FALSE,
0,
(void*)0
);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glVertexAttribPointer(
1,
4,
GL_FLOAT,
GL_FALSE,
0,
(void*)0
);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindTexture(GL_TEXTURE_2D, 0);
//textRenderer.RenderTexts(0.5f);
//boxRenderer.RenderBoxes(0.5f);
}
所以我找到了,是的,我很糟糕。
glVertexAttribPointer(1,3,...) -> glVertexAttribPointer(0,3,...)