【发布时间】:2018-04-20 19:22:34
【问题描述】:
我正在尝试(第一次)使用 OpenGL 3.2 在屏幕上绘制一些精灵。我正在尝试设置 VAO,但它不起作用。我在调用 glDrawElements 时收到 EXC_BAD_ACCESS。
VAO 设置:
// setting up VAO
glGenVertexArrays(1, &vao_);
glBindVertexArray(vao_);
glGenBuffers(1, &indices_id_);
glGenBuffers(1, &attributes_id_);
glBindBuffer(GL_ARRAY_BUFFER, attributes_id_);
constexpr GLfloat* ptr = 0;
::glVertexAttribPointer(attribute_position_, 2, GL_FLOAT, false, STRIDE, ptr);
::glVertexAttribPointer(attribute_region_, 2, GL_FLOAT, false, STRIDE, ptr + 2);
::glVertexAttribPointer(attribute_color_, 4, GL_FLOAT, false, STRIDE, ptr + 4);
::glEnableVertexAttribArray(attribute_position_);
::glEnableVertexAttribArray(attribute_region_);
::glEnableVertexAttribArray(attribute_color_);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_id_);
{
auto data = std::make_unique<short[]>(BATCH_SIZE * 6);
short j = 0;
for (std::size_t i = 0; i < BATCH_SIZE * 6; i += 6, j += 4)
{
data[i] = j;
data[i + 1] = (short)(j + 1);
data[i + 2] = (short)(j + 2);
data[i + 3] = (short)(j + 2);
data[i + 4] = (short)(j + 3);
data[i + 5] = j;
}
glBufferData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLsizeiptr>(BATCH_SIZE * 6 * sizeof(short)), data.get(), GL_STATIC_DRAW);
}
glBindVertexArray(0);
然后在绘图循环的其他地方:
// drawing
glBindVertexArray(vao_);
glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(sizeof(float) * buffer_index_), attributes_.data(), GL_DYNAMIC_DRAW);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(6 * number_of_sprites_), GL_UNSIGNED_SHORT, 0);
glBindVertexArray(0);
谁能看出我做错了什么?
更新
我已经添加了建议的更改(非常感谢那些)。但是,我现在发现在绘图时需要在glBindVertexArray(vao_); 之前添加对glBindBuffer(GL_ARRAY_BUFFER, attributes_id_); 的调用,以消除EXC_BAD_ACCESS 错误。
【问题讨论】: