这是我的顶点和片段着色器:
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
uniform sampler2D uSampler;
varying vec4 vColor;
varying vec2 vTextureCoord;
void main(void) {
gl_FragColor = vColor;
// gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec4 aVertexColor;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
varying vec4 vColor;
varying vec2 vTextureCoord;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vColor = aVertexColor;
// vTextureCoord = aTextureCoord;
}
</script>
这是我的着色器初始值设定项:
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
}
错误来自此行:
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
>> enablevertexattribarray index out of range
我该如何处理?
最佳答案
那仅仅是因为您不在顶点程序中使用aTextureCoord
,所以GLSL编译器通过删除它来对其进行优化。您确实应该检查gl.GetAttribLocation()的结果是否有错误,并仅启用程序中存在的属性。在缺少属性的情况下发出警告就足够了,我知道没有办法将着色器创作错误与编译器的优化区分开。
关于html - WebGL:enablevertexattribarrayarray索引超出范围,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/17313685/