【发布时间】:2012-03-22 15:02:33
【问题描述】:
我正在创建一个使用 VAO 和 VBO 来管理网格的批处理类。但是,当尝试使用 glDrawElements 时,我会在绑定回我的 VAO 时得到 EXEC_BAD_ACCESS 和 GL_INVALID_OPERATION。代码如下:
glGenVertexArraysOES(1, &arrayID);
glBindVertexArrayOES(arrayID); // Bind INTO VAO, opening state
// Load shaders and textures and bind them using glUseProgram etc.
glGenBuffers(1, &vboID);
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glGenBuffers(1, &indexID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexID);
glBindVertexArrayOES(0); // Bind AWAY from VAO, saving state
Glfloat data[length];
glBindVertexArrayOES(arrayID); // Bind INTO VAO, open state
unsigned int glfloatsize = sizeof(GLfloat);
unsigned int stride = kStride * glfloatsize;
// Fill Vertex information
glBufferData(GL_ARRAY_BUFFER, vertCount * glfloatsize * kStride, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, vertCount * glfloatsize * kStride, data);
glEnableVertexAttribArray(kPositionLocation);
glVertexAttribPointer(kPositionLocation, 3, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(0));
glEnableVertexAttribArray(kNormalLocation);
glVertexAttribPointer(kNormalLocation, 3, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(3));
glEnableVertexAttribArray(kColorLocation);
glVertexAttribPointer(kColorLocation, 4, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(6));
glClientActiveTexture(GL_TEXTURE0);
glEnableVertexAttribArray(kTextureLocation);
glVertexAttribPointer(kTextureLocation, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(10));
// Fill Index information
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * sizeof(GLushort), NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * sizeof(GLushort), index);
glBindVertexArrayOES(0); // Bind AWAY from VAO, saving state
// DO OTHER STUFF
/** RENDER (EXPLODES WITH EXEC_BAD_ACCESS) **/
glBindVertexArrayOES(arrayID);
glDrawElements(renderMode, indexCount, GL_UNSIGNED_SHORT, 0);
glBindVertexArrayOES(0);
/** RENDER (WORKS CORRECTLY [index is a scoped array of GLushorts that are uploaded to the VBO above...]) **/
glBindVertexArrayOES(arrayID);
glDrawElements(renderMode, indexCount, GL_UNSIGNED_SHORT, index);
glBindVertexArrayOES(0);
知道为什么我在尝试使用 GL_ELEMENT_ARRAY_BUFFER VBO 时收到 EXEC_BAD_ACCESS 吗?
【问题讨论】:
-
我不知道调用
glBindVertexArrayOES(0)会保存任何状态...你确定吗?我的理解是,对于GL_ARRAY_BUFFER,调用glVertexAttribPointer时会发生保存,对于GL_ELEMENT_ARRAY_BUFFER,它会在调用glBufferData时发生。请参阅本教程:arcsynthesis.org/gltut/Positioning/Tutorial%2005.html -
我重写了我的渲染管道的很大一部分,但不能真正说出我找到了什么(如果有的话)解决方案。对不起!
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