我创建了一个加载器类,用于加载V.A.Os纹理等,但是当我使用此方法时
GLuint Loader::loadToVAO(GLfloat* vertices)
{
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
return vertexbuffer;
}它没有渲染任何东西--这里是我的呈现代码:
window.createWindow();
GLfloat vertices[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
GLuint vertexbuffer = loader.loadToVAO(vertices);
glClearColor(0, 1, 1, 0);
// It works fine when i generate the vao in the main method but not in the loader class
GLuint vertexbuffer1;
glGenBuffers(1, &vertexbuffer1);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer1);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
std::cout << vertexbuffer1 << std::endl;
std::cout << vertexbuffer << std::endl;
while (!window.shouldClose())
{
window.clearWindow();
// render here
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer1);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 3); // Starting from vertex 0; 3 vertices total -> 1 triangle
glDisableVertexAttribArray(0);
window.updateWindow();
}
return 0;当我尝试呈现vertexbuffer1 (加载在main方法中的那个)时,它呈现得很好,但是顶点缓冲区没有呈现任何内容。如能提供任何帮助,将不胜感激。
编辑:这里是我试图遵循的教程- http://www.opengl-tutorial.org/
发布于 2017-07-12 15:03:35
在函数中的指针类型上使用sizeof,这几乎肯定不是您想要的。在C和C++等语言中,数组不是C++,它们会衰减为指针,这些指针不携带关于它们存储的数据量的信息。相反,您要做的是将数组的大小作为附加参数传递:
GLuint Loader::loadToVAO(GLfloat* vertices, size_t num_vertices)
{
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(*vertices) * num_vertices, vertices,
GL_STATIC_DRAW);
return vertexbuffer;
}然后在你的主要功能中:
GLuint vertexbuffer = loader.loadToVAO(vertices, sizeof(vertices) / sizeof(vertices[0]));我鼓励你多读一些关于这里主题的文章。
https://stackoverflow.com/questions/45060955
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