VBO必须绑定在VAO之后
VBO must be bound after VAO
代码:
void render()
{
glClear(GL_COLOR_BUFFER_BIT);
GLfloat vertices[6][4] = {
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f }
};
glUseProgram(shadptr->progGraphics);
glBindVertexArray(vao_g);
glBindBuffer(GL_ARRAY_BUFFER, vbo_g);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, vertices, GL_DYNAMIC_DRAW);
glDrawArrays(GL_TRIANGLES, 0, 6);
glUseProgram(shadptr->progText);
glBindVertexArray(vao_t);
glBindBuffer(GL_ARRAY_BUFFER, vbo_t);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, vertices, GL_DYNAMIC_DRAW);
glDrawArrays(GL_TRIANGLES, 0, 6);
SDL_GL_SwapWindow(winptr->window);
}
void set_buffers()
{
glGenVertexArrays(1, &vao_g);
glBindVertexArray(vao_g);
glGenBuffers(1, &vbo_g);
glBindBuffer(GL_ARRAY_BUFFER, vbo_g);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), nullptr);
glGenVertexArrays(1, &vao_t);
glBindVertexArray(vao_t);
glGenBuffers(1, &vbo_t);
glBindBuffer(GL_ARRAY_BUFFER, vbo_t);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), nullptr);
}
我有问题。不知道为什么在render函数中绑定vao之后还要绑定vbo。当我不绑定 vbo 时,在 RenderDoc 中出现错误 "glDrawArrays has generated an error (GL_OUT_OF_MEMORY)",在网格输出中,在 VS 输入中我看到错误的值或 --- 值。
I don't know why I have to bind vbo after binding vao in render function"
因为您尝试通过 glBufferData
创建和初始化缓冲区对象的数据存储,为此必须绑定缓冲区。
我建议将创建和初始化缓冲区的代码移动到 set_buffers
。然后在函数 render
:
中只绑定顶点数组对象就足够了
void render()
{
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shadptr->progGraphics);
glBindVertexArray(vao_g);
glDrawArrays(GL_TRIANGLES, 0, 6);
glUseProgram(shadptr->progText);
glBindVertexArray(vao_t);
glDrawArrays(GL_TRIANGLES, 0, 6);
SDL_GL_SwapWindow(winptr->window);
}
void set_buffers()
{
....
GLfloat vertices[6][4] = {
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f }
};
glBindBuffer(GL_ARRAY_BUFFER, vbo_g);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, vertices, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo_t);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, vertices, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
我推荐使用glBufferSubData
来改变缓冲区的内容。这将更新缓冲区,但不会创建和初始化一个全新的数据存储,因此效率会更高。
代码:
void render()
{
glClear(GL_COLOR_BUFFER_BIT);
GLfloat vertices[6][4] = {
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f }
};
glUseProgram(shadptr->progGraphics);
glBindVertexArray(vao_g);
glBindBuffer(GL_ARRAY_BUFFER, vbo_g);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, vertices, GL_DYNAMIC_DRAW);
glDrawArrays(GL_TRIANGLES, 0, 6);
glUseProgram(shadptr->progText);
glBindVertexArray(vao_t);
glBindBuffer(GL_ARRAY_BUFFER, vbo_t);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, vertices, GL_DYNAMIC_DRAW);
glDrawArrays(GL_TRIANGLES, 0, 6);
SDL_GL_SwapWindow(winptr->window);
}
void set_buffers()
{
glGenVertexArrays(1, &vao_g);
glBindVertexArray(vao_g);
glGenBuffers(1, &vbo_g);
glBindBuffer(GL_ARRAY_BUFFER, vbo_g);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), nullptr);
glGenVertexArrays(1, &vao_t);
glBindVertexArray(vao_t);
glGenBuffers(1, &vbo_t);
glBindBuffer(GL_ARRAY_BUFFER, vbo_t);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), nullptr);
}
我有问题。不知道为什么在render函数中绑定vao之后还要绑定vbo。当我不绑定 vbo 时,在 RenderDoc 中出现错误 "glDrawArrays has generated an error (GL_OUT_OF_MEMORY)",在网格输出中,在 VS 输入中我看到错误的值或 --- 值。
I don't know why I have to bind vbo after binding vao in render function"
因为您尝试通过 glBufferData
创建和初始化缓冲区对象的数据存储,为此必须绑定缓冲区。
我建议将创建和初始化缓冲区的代码移动到 set_buffers
。然后在函数 render
:
void render()
{
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shadptr->progGraphics);
glBindVertexArray(vao_g);
glDrawArrays(GL_TRIANGLES, 0, 6);
glUseProgram(shadptr->progText);
glBindVertexArray(vao_t);
glDrawArrays(GL_TRIANGLES, 0, 6);
SDL_GL_SwapWindow(winptr->window);
}
void set_buffers()
{
....
GLfloat vertices[6][4] = {
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f }
};
glBindBuffer(GL_ARRAY_BUFFER, vbo_g);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, vertices, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo_t);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, vertices, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
我推荐使用glBufferSubData
来改变缓冲区的内容。这将更新缓冲区,但不会创建和初始化一个全新的数据存储,因此效率会更高。