WebGL:INVALID_OPERATION:vertexAttribPointer:步幅或偏移量对类型无效
WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type
我学习 WebGL。
当我尝试绘制三个点时出现一些错误,每个点都有自己的位置、大小和颜色。我尝试通过相同的缓冲区来完成。
// To draw three points. Each of this has own location, size and color.
function start(gl){
if(!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)){
console.log('Failes shaders initialization.');
return;
}
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if(a_Position < 0){
console.log('The "a_Position" variable was not found in the shader code.');
return;
}
var a_PointSize = gl.getAttribLocation(gl.program, 'a_PointSize');
if(a_PointSize < 0){
console.log('The "a_PointSize" variable was not found in the shader code.');
return;
}
var a_FragColor = gl.getAttribLocation(gl.program, 'a_FragColor');
if(a_FragColor < 0){
console.log('The "a_FragColor" variable was not found in the shader code.');
return;
}
var data = new Float32Array([
// a_Position, a_PointSize and a_FragColor in the each record:
-0.25, -0.25, 10.0, 1.0, 0.0, 0.0, 1.0,
0.00, 0.25, 20.0, 0.0, 1.0, 0.0, 1.0,
0.25, -0.25, 30.0, 0.0, 0.0, 1.0, 1.0
]);
var buffer = gl.createBuffer();
if(!buffer){
console.log('Can not create a buffer.');
return;
}
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
var FSIZE = data.BYTES_PER_ELEMENT;
var RECORDSIZE = 7;
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, FSIZE * RECORDSIZE, 0);
gl.vertexAttribPointer(a_PointSize, 1, gl.FLOAT, false, FSIZE * RECORDSIZE, 2);
gl.vertexAttribPointer(a_FragColor, 4, gl.FLOAT, false, FSIZE * RECORDSIZE, 3);
gl.enableVertexAttribArray(a_Position);
gl.enableVertexAttribArray(a_PointSize);
gl.enableVertexAttribArray(a_FragColor);
gl.clearColor(0.0,0.0,0.0,1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.POINTS, 0, 3);
}
但是我遇到了一些错误:
我不清楚。我做错了什么?
如 documentation 中所写,抛出 INVALID_OPERATION:
- 如果 stride 或 offset 不是类型的倍数。
由于您使用 GL_FLOAT 作为大小为 4 字节的类型,因此偏移量只允许是 4 的倍数。在此代码中使用的 2 和 3 不是。
||
\/
gl.vertexAttribPointer(a_PointSize, 1, gl.FLOAT, false, FSIZE * RECORDSIZE, 2);
gl.vertexAttribPointer(a_FragColor, 4, gl.FLOAT, false, FSIZE * RECORDSIZE, 3);
我学习 WebGL。
当我尝试绘制三个点时出现一些错误,每个点都有自己的位置、大小和颜色。我尝试通过相同的缓冲区来完成。
// To draw three points. Each of this has own location, size and color.
function start(gl){
if(!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)){
console.log('Failes shaders initialization.');
return;
}
var a_Position = gl.getAttribLocation(gl.program, 'a_Position');
if(a_Position < 0){
console.log('The "a_Position" variable was not found in the shader code.');
return;
}
var a_PointSize = gl.getAttribLocation(gl.program, 'a_PointSize');
if(a_PointSize < 0){
console.log('The "a_PointSize" variable was not found in the shader code.');
return;
}
var a_FragColor = gl.getAttribLocation(gl.program, 'a_FragColor');
if(a_FragColor < 0){
console.log('The "a_FragColor" variable was not found in the shader code.');
return;
}
var data = new Float32Array([
// a_Position, a_PointSize and a_FragColor in the each record:
-0.25, -0.25, 10.0, 1.0, 0.0, 0.0, 1.0,
0.00, 0.25, 20.0, 0.0, 1.0, 0.0, 1.0,
0.25, -0.25, 30.0, 0.0, 0.0, 1.0, 1.0
]);
var buffer = gl.createBuffer();
if(!buffer){
console.log('Can not create a buffer.');
return;
}
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
var FSIZE = data.BYTES_PER_ELEMENT;
var RECORDSIZE = 7;
gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, FSIZE * RECORDSIZE, 0);
gl.vertexAttribPointer(a_PointSize, 1, gl.FLOAT, false, FSIZE * RECORDSIZE, 2);
gl.vertexAttribPointer(a_FragColor, 4, gl.FLOAT, false, FSIZE * RECORDSIZE, 3);
gl.enableVertexAttribArray(a_Position);
gl.enableVertexAttribArray(a_PointSize);
gl.enableVertexAttribArray(a_FragColor);
gl.clearColor(0.0,0.0,0.0,1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.POINTS, 0, 3);
}
但是我遇到了一些错误:
我不清楚。我做错了什么?
如 documentation 中所写,抛出 INVALID_OPERATION:
- 如果 stride 或 offset 不是类型的倍数。
由于您使用 GL_FLOAT 作为大小为 4 字节的类型,因此偏移量只允许是 4 的倍数。在此代码中使用的 2 和 3 不是。
||
\/
gl.vertexAttribPointer(a_PointSize, 1, gl.FLOAT, false, FSIZE * RECORDSIZE, 2);
gl.vertexAttribPointer(a_FragColor, 4, gl.FLOAT, false, FSIZE * RECORDSIZE, 3);