我正在使用GL_TRIANGLE_STRIPS和LWJGL OpenGL Java绑定实现高度图。当我使用“ GL_BEGIN / GL_END”绘制“直接”时,它可以完美工作,但是当高度图很大时,它的工作速度很慢。

当我想继续使用VBO时,我正在学习如何使用Vertex Array。这是我有问题的地方,图纸是错误的。条带的最后一个三角形似乎恢复为第一个三角形。认为图片更好:

好图:


错误的顶点阵列图:


我的代码是正常绘图的以下代码:

public void renderDirect() {
    //adapt the camera to the map
    float scale = 5.0f / Math.max(w - 1, l - 1);
    GL11.glScalef(scale, scale, scale);
    GL11.glTranslatef(-(float) (w - 1) / 2, 0.0f, -(float) (l - 1) / 2);

    //choose map color
    GL11.glColor3f(0.3f, 0.9f, 0.0f);

    for (int z = 0; z < l - 1; z++) {
        //Makes OpenGL draw a triangle at every three consecutive vertices
        GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
        for (int x = 0; x < w; x++) {
            Vector3f normal = getNormal(x, z);
            GL11.glNormal3f(normal.getX(), normal.getY(), normal.getZ());
            GL11.glVertex3f(x, getHeight(x, z), z);
            normal = getNormal(x, z + 1);
            GL11.glNormal3f(normal.getX(), normal.getY(), normal.getZ());
            GL11.glVertex3f(x, getHeight(x, z + 1), z + 1);
        }
        glEnd();
    }
}


我的代码是用于顶点数组绘制的以下代码:

private void loadArrays(){
    //calculate the length of the buffers
    bLength = (l-1) * w * 6;
    //create the normal and vertex buffer array's
    dataBuffer = BufferUtils.createFloatBuffer(bLength*2);
    cBuffer = BufferUtils.createFloatBuffer(bLength);

    for (int z = 0; z < l - 1; z++) {
        //Fill up the buffers
        for (int x = 0; x < w; x++) {
            Vector3f normal = getNormal(x, z);
            dataBuffer.put(x).put(getHeight(x,z)).put(z);
            dataBuffer.put(normal.getX()).put(normal.getY()).put(normal.getZ());
            normal = getNormal(x, z + 1);
            dataBuffer.put(x).put(getHeight(x,z+1)).put(z+1);
            dataBuffer.put(normal.getX()).put(normal.getY()).put(normal.getZ());
        }
    }
}

int stride = 6*4;
public void renderDirect() {
    //adapt the camera to the map
    float scale = 5.0f / Math.max(w - 1, l - 1);
    GL11.glScalef(scale, scale, scale);
    GL11.glTranslatef(-(float) (w - 1) / 2, 0.0f, -(float) (l - 1) / 2);

    //choose map color
    GL11.glColor3f(0.3f, 0.9f, 0.0f);

    //Draw the vertex arrays
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_NORMAL_ARRAY);

    dataBuffer.position(0);
    glVertexPointer(3, stride, dataBuffer);
    dataBuffer.position(3);
    glNormalPointer(stride,dataBuffer);

    glDrawArrays(GL_TRIANGLE_STRIP, 0, bLength/3);

    glDisableClientState(GL_VERTEX_ARRAY);
    glDisableClientState(GL_NORMAL_ARRAY);
}


我究竟做错了什么?

最佳答案

像这样以背对背的方式连接三角带将无法正常工作。

循环调用glDrawArrays()调整firstcount参数以绘制原始的N三角形条纹,或在每行的末尾添加degenerate triangles以重置条纹的起始位置。

或者只是使用GL_TRIANGLES :)

10-08 08:22
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