英文:
Correct Use of glVertexAttribPointer?
问题
最近我决定开始学习OpenGL,并且买了一本关于OpenGL Core 3.3的书。这本书主要是关于C++的。
所以,在查找了一会儿后,我发现了一个用我比较擅长的语言编写的库,提供了几乎相同的功能:lwjgl。
我按照书中的步骤,将C++的语法翻译成了Java的语法,一切都还好,直到实际绘制图形为止。
在这一点上,无论我如何更改代码,JVM都会崩溃。经过一些调试,我发现在调用glVertexAttribPointer
或者glDrawArrays
时JVM崩溃了。
我对OpenGL非常新手,我想对于有经验的人来说,这个问题肯定听起来很愚蠢,但是:关于这段代码,我需要做什么样的改变?
float[] vertices = {
-0.5f, -0.5f, -0.0f,
0.5f, 0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
FloatBuffer b = BufferUtils.createFloatBuffer(9);
b.put(vertices);
int VBO = glGenBuffers();
int VAO = glGenVertexArrays();
log.info("VBO:" + VBO + "VAO: " + VAO);
// 首先绑定顶点数组对象,然后绑定并设置顶点缓冲区,最后配置顶点属性。
glBindVertexArray(VAO);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 12, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW);
glBindVertexArray(0);
// 在用户尝试关闭窗口或按下ESC键之前,运行渲染循环。
while (!glfwWindowShouldClose(window)) {
// 输入
// -----
// 渲染
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// 绘制第一个三角形
glUseProgram(shaderProgram);
glBindVertexArray(VAO); // 因为我们只有一个VAO,所以每次都不需要绑定它,但为了保持更有条理一些,我们还是这样做了
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0); // 每次都不需要解绑它
// glfw:交换缓冲区并轮询IO事件(按下/释放的键,鼠标移动等)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
英文:
I recently decided to start Learning OpenGL and got myself a book about OpenGL Core 3.3. The book is generally about C++.
So, after looking for a bit, I found a library in a language I was better in which provided almost the same functionality: lwjgl.
I followed the book's steps and translated the C++ syntax into java syntax, which worked until it got to actually drawing something.
There, the JVM just kept crashing, no matter what I changed about the code. After doing some debugging, I found out that the JVM crashed when I called either glVertexAttribPointer
or glDrawArrays
.
I am very new to OpenGL, and I am assuming this question must sound very stupid to someone more experienced, but: What do I need to change about this code?
float[] vertices = {
-0.5f, -0.5f, -0.0f,
0.5f, 0.5f, 0.0f,
0.0f,0.5f,0.0f
};
FloatBuffer b = BufferUtils.createFloatBuffer(9);
b.put(vertices);
int VBO = glGenBuffers();
int VAO = glGenVertexArrays();
log.info("VBO:" + VBO + "VAO: " + VAO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 12, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW);
glBindVertexArray(0);
// Run the rendering loop until the user has attempted to close
// the window or has pressed the ESCAPE key.
while (!glfwWindowShouldClose(window))
{
// input
// -----
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// draw our first triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0); // no need to unbind it every time
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
I would be very thankful for any help i can get, if you need more info/ need to see more of my code please let me know. Thanks in advance
答案1
得分: 1
你需要将顶点缓冲对象绑定到目标 GL_ARRAY_BUFFER
,然后再指定顶点属性:
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 12, 0);
当调用 glVertexAttribPointer
时,当前绑定到 ARRAY_BUFFER 目标的缓冲对象将与属性(索引)关联,并且缓冲对象的引用将存储在顶点数组对象的状态向量中。
英文:
You have to bind the vertex buffer object to the target GL_ARRAY_BUFFER
, before specifying the vertex attribute:
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 12, 0);
When glVertexAttribPointer
is called, the buffer object currently bound to the ARRAY_BUFFER target is associated to the attribute (index) and a reference to the buffer object is stored in the state vector of the Vertex Array Object.
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