当我在网格/面中实现索引时,为什么它返回OpenGl错误?

问题描述 投票:1回答:1

因此,我有一个程序可以根据给定的顶点数据生成大块网格。我已经可以在没有索引的情况下使用它,但是在尝试将其包含到我的程序中时,它将返回OpenGL错误1285。

我在不同的函数上有arraybuffer和vao调用,但是它们看起来像这样:


void Chunk::_loadArrayBuffers()
{
    glGenBuffers(1, &_trianglesID);
    glGenBuffers(1, &_uvsID);
    glGenBuffers(1, &_normalsID);
    glGenBuffers(1, &_IndiceID);

    glBindBuffer(GL_ARRAY_BUFFER, _trianglesID);
    glBufferData(GL_ARRAY_BUFFER,
        _triangles.size() * 3 * sizeof(GLfloat),
        _triangles.data(),
        GL_STATIC_DRAW);

    glBindBuffer(GL_ARRAY_BUFFER, _uvsID);
    glBufferData(GL_ARRAY_BUFFER,
        _uvs.size() * 2 * sizeof(GLfloat),
        _uvs.data(),
        GL_STATIC_DRAW);

    glBindBuffer(GL_ARRAY_BUFFER, _normalsID);
    glBufferData(GL_ARRAY_BUFFER,
        _normals.size() * 3 * sizeof(GLfloat),
        _normals.data(),
        GL_STATIC_DRAW);

    if (_indices.size() * 3 > 0)
    {
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _IndiceID);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER,
            _indices.size() * 3 * sizeof(GLfloat),
            _indices.data(),
            GL_STATIC_DRAW);
    }


}


void Chunk::_makeVAO()
{
    glGenVertexArrays(1, &_VAO);
    glBindVertexArray(_VAO);

    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _trianglesID);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);

    glEnableVertexAttribArray(1);
    glBindBuffer(GL_ARRAY_BUFFER, _uvsID);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);

    glEnableVertexAttribArray(2);
    glBindBuffer(GL_ARRAY_BUFFER, _normalsID);
    glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);

    glBindVertexArray(0);
}



对于每个网格,我将每个三角形的顶点数据存储到多个glm :: vec3s中,本质上是大小为3的向量。我的矩形/面创建函数如下所示:


void Chunk::_addRectangle(glm::vec3 center, glm::vec3 height, glm::vec3 width, unsigned tex_num)
{
    if (glm::length(height) == 0 || glm::length(width) == 0)
        throw std::runtime_error("width or height should not be 0");

    glm::vec3 corner1 = center - (height / 2.0) - (width / 2.0);
    glm::vec3 corner2 = center - (height / 2.0) + (width / 2.0);
    glm::vec3 corner3 = center + (height / 2.0) + (width / 2.0);
    glm::vec3 corner4 = center + (height / 2.0) - (width / 2.0);

    glm::vec3 normal = glm::cross(height, width);

    glm::vec2 uv1;
    glm::vec2 uv2;
    glm::vec2 uv3;
    glm::vec2 uv4;

    if (fabs(normal[1]) == 1.0)
    {
        uv1 = glm::vec2(1.0 / _tex_atlas_width, 1);
        uv2 = glm::vec2(1.0 / _tex_atlas_width, 0);
        uv3 = glm::vec2(0, 0);
        uv4 = glm::vec2(0, 1);
    }
    else
    {
        uv1 = glm::vec2(1.0 / _tex_atlas_width, height[1]);
        uv2 = glm::vec2(1.0 / _tex_atlas_width, 0);
        uv3 = glm::vec2(0, 0);
        uv4 = glm::vec2(0, height[1]);
    }

    float add = (1.0 / double(_tex_atlas_width)) * tex_num;
    uv1.x += add;
    uv2.x += add;
    uv3.x += add;
    uv4.x += add;

    // triangle 1
    _triangles.push_back(corner3); 
    _triangles.push_back(corner2); 
    _triangles.push_back(corner1); 

    _normals.push_back(normal);
    _normals.push_back(normal);
    _normals.push_back(normal);

    _uvs.push_back(uv1);
    _uvs.push_back(uv2);
    _uvs.push_back(uv3);

    _indices.push_back(glm::vec3(nrOfIndices + 0, nrOfIndices + 1, nrOfIndices + 2));

    // triangle 2 
    //_triangles.push_back(corner1); 
    _triangles.push_back(corner4); 
    //_triangles.push_back(corner3); 

    _normals.push_back(normal);
    _normals.push_back(normal);
    _normals.push_back(normal);

    _uvs.push_back(uv3);
    _uvs.push_back(uv4);
    _uvs.push_back(uv1);

    _indices.push_back(glm::vec3(nrOfIndices + 2, nrOfIndices + 3, nrOfIndices + 0));

    nrOfIndices += 4;

}


一切正常,直到我尝试添加索引。它出什么问题了?我仔细检查了索引的顺序,它们似乎是正确的,因此我猜测加载索引的方式有误,但我无法用在learningopengl和其他平台上可以找到的内容来弄清楚opengl文档。谢谢!

c++ opengl c++17 vertex indices
1个回答
1
投票

GL_ELEMENT_ARRAY_BUFFERVertex Array Object中声明。参见Index buffers

说明

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _IndiceID); 

_IndiceID与当前的顶点数组对象相关联。

在指定元素数组缓冲区之前,您必须绑定顶点数组对象:

glGenVertexArrays(1, &_VAO);
glBindVertexArray(_VAO);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _IndiceID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
    _indices.size() * 3 * sizeof(GLuint),
    _indices.data(),
    GL_STATIC_DRAW);

注意,GL_ARRAY_BUFFER也在VAO的状态向量中声明,但这在调用glVertexAttribPointer时发生。当调用glVertexAttribPointer时,当前绑定到目标GL_ARRAY_BUFFER的缓冲区将与具有指定索引的顶点属性相关联。

GL_ELEMENT_ARRAY_BUFFERGL_ARRAY_BUFFER的行为差异引起,因为VAO只能引用1个索引(元素)缓冲区,但可以引用多个数组缓冲区。每个属性(索引)都可以关联到不同的缓冲区。

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