【发布时间】:2014-07-26 15:07:23
【问题描述】:
我对此感到沮丧。我正在尝试使用顶点缓冲区对象渲染一个立方体,并且我正在学习投影,所以我正在尝试制作一个立方体的框架。但是,此代码不起作用。当我在 Code::Blocks 上运行程序时,程序停止工作。
我试图通过注释掉render()方法的内容来找出原因,然后程序并没有停止工作。所以这行代码
glDrawElements(GL_TRIANGLES, m_index->size(), GL_UNSIGNED_INT, 0); // render the cube
可能是问题的根源。但我不知道如何解决这个问题,因为这正是我通常所做的(我制作了类似的程序并且它们有效)
非常感谢您的帮助!
ProjectionCube::ProjectionCube()
{
rotationAngle = 0.0;
}
bool ProjectionCube::initialize()
{
#ifdef _WIN32
glGenBuffers = (PFNGLGENBUFFERSARBPROC)wglGetProcAddress("glGenBuffers");
glBindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer");
glBufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData");
#else
glGenBuffers = (PFNGLGENBUFFERSARBPROC)glXGetProcAddress((const GLubyte*)"glGenBuffers");
glBindBuffer = (PFNGLBINDBUFFERPROC)glXGetProcAddress((const GLubyte*)"glBindBuffer");
glBufferData = (PFNGLBUFFERDATAPROC)glXGetProcAddress((const GLubyte*)"glBufferData");
#endif
if (!glGenBuffers || !glBindBuffer || !glBufferData)
{
std::cerr << "VBOs are not supported by your graphics card" << std::endl;
return false;
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
initializeVertexBuffers();
// bind vertex buffer and index buffer
// set vertex pointer to the buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_vbos[INDEX_BUFFER]);
glBindBuffer(GL_ARRAY_BUFFER, m_vbos[VERTEX_BUFFER]);
glVertexPointer(3, GL_FLOAT, 0, 0);
// no color buffer to bind
return true;
}
void ProjectionCube::initializeVertexBuffers()
{
const float size = 0.5f;
m_vertex = getCubeVertices(size);
for (int i = 0; i < m_vertex->size(); i++) {
std::cout << m_vertex->at(i) << ", ";
}
std::cout << std::endl;
static const unsigned int index[] = {//using triangles to render
0, 1, 2, 0, 2, 3, //bottom
0, 4, 5, 0, 1, 5, //back
0, 4, 7, 0, 3, 7, //left
1, 5, 6, 1, 2, 6, //right
4, 5, 6, 4, 7, 6, //top
2, 6, 7, 2, 3, 7}; // front
m_index = new vector<unsigned int>(index, index + sizeof(index) / sizeof(index[0]));
for (int i = 0; i < m_index->size(); i++) {
std::cout << m_index->at(i) << ", ";
}
std::cout << std::endl;
glGenBuffers(1, &m_vbos[VERTEX_BUFFER]);
glBindBuffer(GL_ARRAY_BUFFER, m_vbos[VERTEX_BUFFER]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * m_vertex->size(),
&m_vertex->at(0), GL_STATIC_DRAW);
glGenBuffers(1, &m_vbos[INDEX_BUFFER]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_vbos[INDEX_BUFFER]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * m_index->size(),
&m_index->at(0), GL_STATIC_DRAW);
}
void ProjectionCube::render(float m_x, float m_y, float m_z)
{
glTranslatef(m_x, m_y, m_z); // move to where the cube is located
//glRotatef(rotationAngle, 0.5f, 0.0f, 0.0f);
glDrawElements(GL_TRIANGLES, m_index->size(), GL_UNSIGNED_INT, 0); // render the cube
}
void ProjectionCube::animate(float dt)
{
const float SPEED = 15.0f;
rotationAngle += SPEED * dt;
if (rotationAngle >= 360 || rotationAngle <= 0) {
rotationAngle = -rotationAngle;
}
}
vector<GLfloat>* ProjectionCube::getCubeVertices(float r)
{
static const GLfloat vertices[] = {//bottom square
-r, -r, -r,
r, -r, -r,
r, -r, r,
-r, -r, r,
//top square
-r, r, -r,
r, r, -r,
r, r, r,
-r, r, r,};
vector<GLfloat>* result = new vector<GLfloat>(vertices, vertices + sizeof(vertices) / sizeof(vertices[0]));
return result;
}
【问题讨论】:
-
乍一看,我只能看到,您激活了颜色数组并且没有将缓冲区绑定到它。但我实际上并不认为这会导致您的程序崩溃。您应该检查代码中的 GLErrors 以确保一切正常并且您的缓冲区已正确绑定
-
谢谢!我一定会检查 glErrors