问题描述
我正在渲染具有大量数据点(> 1M)的网格结构.我的数据结构在图片中.
I'm rendering a grid-structure with lots of data-points (>1M). The structure of my data is in the picture.
所以索引缓冲区的内容如下所示:0, 100, 1, 101, 2, 102, 3, 103, ...
So the content of my index buffer looks like this 0, 100, 1, 101, 2, 102, 3, 103, ...
我对索引缓冲区的巨大尺寸感到恼火,因为我需要定义我的三角带.是否有可能告诉OpenGL以所示方式自动生成这些索引?也许我还没有使用glVertexAttribPointer的一些技巧?
I'm a bit annoyed by the huge size of my index-buffer which I need to define my triangle strip. Is there a possibility to tell OpenGL to generate these indices automatically in the showed way? Or maybe some trick with glVertexAttribPointer I haven't though of?
推荐答案
确实有类似这样的功能: glDrawElementsBaseVertex
There is indeed a function for something like this: glDrawElementsBaseVertex
因此您可以使用它们全部绘制它们:
so you can draw them all with:
for(int i=0; i < height-1; i++){
glDrawElementsBaseVertex(GL_TRIANGLE_STRIP, 200, GL_UNSIGNED_INT, 0, i*100);
}
索引缓冲区就是:0, 100, 1, 101, 2, 102, 3, 103,... 98, 198, 99, 199
通过一些调整,您甚至可以使用 glMultiDrawElementsBaseVertex
:
With some tweaking you can even use glMultiDrawElementsBaseVertex
:
GLsizei *count = new GLsizei[height-1];
GLvoid **indices = new GLvoid[height-1];
GLint *basevertex = new GLint[height-1];
for(int i = 0; i< height-1; i++){
count[i]=200;
indices[i]=0;
basevertex[i]=i*100;
}
glMultiDrawElementsBaseVertex(GL_TRIANGLE_STRIP, count, indices, height-1, basevertex);
这篇关于OpenGL-glDrawArrays的索引/步幅参数的自动生成的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!