我有一个可用的Vertex-Buffer-Object,但我需要添加法线。normales存储在与顶点位置相同的数组中。它们是交错的
Vx Vy Vz Nx Ny Nz这是我到目前为止的代码:
GLfloat valuesNUM_POINTS*3 + NUM_POINTS*3;GLfloat initScene() {
for(int i = 0; i < (NUM_POINTS) ; i = i+6){
values[i+0] = bunny[i];
values[i+1] = bunny[i+1];
values[i+2] = bunny[i+2];
values[i+3] = normals[i];
values[i+4] = normals[i+1];
values[i+5] = normals[i+2];
}
glGenVertexArrays(1,&bunnyVAO);
glBindVertexArray(bunnyVAO);
glGenBuffers(1, &bunnyVBO);
glBindBuffer(GL_ARRAY_BUFFER, bunnyVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(bunny), bunny, GL_STATIC_DRAW);
glVertexAttribPointer(0,3, GL_FLOAT, GL_FALSE, 0,0);
glEnableVertexAttribArray(0);
glGenBuffers(1, &bunnyIBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bunnyIBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(triangles), triangles, GL_STATIC_DRAW);
// unbind active buffers //
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void renderScene() {
if (bunnyVBO != 0) {
// x: bind VAO //
glEnableClientState(GL_VERTEX_ARRAY);
glBindVertexArray(bunnyVAO);
glDrawElements(GL_TRIANGLES, NUM_TRIANGLES, GL_UNSIGNED_INT, NULL);
glDisableClientState(GL_VERTEX_ARRAY);
// unbind active buffers //
glBindVertexArray(0);
}
}我可以在屏幕上看到一些东西,但它不正确,因为法线没有正确使用…到目前为止,我如何正确地使用与代码连接的值数组。
发布于 2013-04-17 06:29:15
需要调用glVertexAttribPointer两次,一次用于顶点,一次用于法线。这就是如何告诉OpenGL数据是如何在顶点缓冲区中布局的。
// Vertices consist of 3 floats, occurring every 24 bytes (6 floats),
// starting at byte 0.
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 24, 0);
// Normals consist of 3 floats, occurring every 24 bytes starting at byte 12.
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 24, 12);这是假设着色器中的法线属性的索引为1。
https://stackoverflow.com/questions/16047232
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