问题描述
这是交易。如果我离开代码与glGenBuffers(1,vertexBuffers),代码编译是工程。但是,我认为它应该是2,因为vertexBuffers是大小两。
Here is the deal. If I leave the code with glGenBuffers(1, vertexBuffers), the code compiles are works. But, I thought that it should be 2 since vertexBuffers is of size two.
我错过了什么?
代码如下:
-(void)drawRect:(NSRect)dirtyRect
{
// get program ID for shader program
GLuint programID = [self loadShaders];
// get new dimensions
NSSize dim = [self frame].size;
// clear the background with color
glClearColor(0.0, 0.0, 0.0, 0.4);
glDepthRange(0.1, 100.0);
glViewport(0, 0, dim.width, dim.height);
glClear(GL_COLOR_BUFFER_BIT);
// vertex data
GLfloat vertexPositionData[] = {-dim.width/2, -dim.height/2, 0.0, 5.0,
dim.width/2, -dim.height/2, 0.0, 5.0,
0.0, dim.height/2, 0.0, 5.0};
GLfloat vertexColorData[] = {1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.5, 0.0, 0.0, 1.0, 0.5};
GLfloat scaleMatrixData[] = {1/(dim.width/2), 0.0, 0.0, 0.0,
0.0, 1/(dim.height/2), 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0};
GLint scaleMatrixUniform = glGetUniformLocation(programID, "scaleMatrix");
// generate a buffer for our triangle
glGenBuffers(1, vertexBuffers);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexPositionData), vertexPositionData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexColorData), vertexColorData, GL_STATIC_DRAW);
//glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(programID);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[0]);
glEnableVertexAttribArray(VERTEX_POS_INDEX);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[1]);
glEnableVertexAttribArray(VERTEX_COLOR_INDEX);
glVertexAttribPointer(VERTEX_POS_INDEX, VERTEX_POS_SIZE, GL_FLOAT, GL_FALSE, 0, vertexPositionData);
glVertexAttribPointer(VERTEX_COLOR_INDEX, VERTEX_COLOR_SIZE, GL_FLOAT, GL_FALSE, 0, vertexColorData);
glUniformMatrix4fv(scaleMatrixUniform, 1, GL_FALSE, scaleMatrixData);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glUseProgram(0);
// flush buffer
glFlush();
[[self openGLContext] flushBuffer];
}
推荐答案
glGenBuffers
不工作非常像你期望的。当调用 glGenBuffers
时,实际上并不会创建任何内容。
glGenBuffers
doesn't work quite like what you expect. When you call glGenBuffers
, it doesn't actually create anything. It just returns a list of integers that are not currently used as buffer names.
实际的object直到你调用 glBindBuffer
。所以你可以组成任何你喜欢的整数,并将其传递给glBindBuffer和一个有效的缓冲区将创建在该索引。 glGenBuffers
实际上不是必需的,它只是作为一个方便的函数给你一个未使用的整数。
The actual 'object' is not created until you call glBindBuffer
. So you can just make up any integer you like and pass it to glBindBuffer and a valid buffer will be created at that index. glGenBuffers
is actually not required at all, it's just there as a convenience function to give you an unused integer.
所以如果你只是创建一个随机整数数组,只要没有重叠,你可以使用它作为你的缓冲区列表,而不调用 glGenBuffers
。这就是为什么你的代码工作,无论你告诉glGenBuffers创建1或2缓冲区。只要你有两个不同名字的缓冲区,整数来自哪里都没有关系。
So if you just create an array of random integers, as long as none of them overlap, you can use that as your list of buffers without calling glGenBuffers
. That's why your code works whether you tell glGenBuffers to create 1 or 2 buffers. As long as you have two buffers with two different names, it doesn't matter where the integer came from.
一个小示范:
int buf;
glGenBuffers(1, &buf);
glIsBuffer(buf); //FALSE - buffer has not been created yet
glBindBuffer(GL_ARRAY_BUFFER, buf);
glIsBuffer(buf); //TRUE - buffer created on bind
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