【发布时间】:2016-12-13 19:25:33
【问题描述】:
我想在 openGL ES 2 中用纹理绘制对象(立方体),但得到了奇怪的结果(就我而言)。
我想要绘制的对象 - 从 FBX 文件中提取并具有类似的数据(我也可以提取法线,但我不使用它们,所以跳过):
----Indices----24
0
1
2
3
4
7
6
5
0
4
5
1
1
5
6
2
2
6
7
3
4
0
3
7
----Coordinates(Vertises)----72
1 1 -1
1 -1 -1
-1 -1 -1
-1 1 -1
1 0.999999 1
-1 1 1
-1 -1 1
0.999999 -1 1
1 1 -1
1 0.999999 1
0.999999 -1 1
1 -1 -1
1 -1 -1
0.999999 -1 1
-1 -1 1
-1 -1 -1
-1 -1 -1
-1 -1 1
-1 1 1
-1 1 -1
1 0.999999 1
1 1 -1
-1 1 -1
-1 1 1
----Texture UV----48
0.499999 9.7692e-05
0.499999 0.333364
0.250049 0.333364
0.250049 9.78112e-05
0.250049 0.666633
0.499999 0.666633
0.499999 0.9999
0.250049 0.9999
0.74995 0.333366
0.74995 0.666633
0.5 0.666633
0.5 0.333367
0.499998 0.333366
0.499998 0.666632
0.250048 0.666633
0.250048 0.333366
0.25005 0.333367
0.25005 0.666633
0.000100091 0.666633
0.000100024 0.333367
0.749953 0.666639
0.749953 0.333373
0.999903 0.333373
0.999903 0.666639
所以我绑定了缓冲区:
- (void)bindBuffer
{
glGenVertexArraysOES(1, &_vertextArray);
glBindVertexArrayOES(_vertextArray);
//vertises
glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * _drawModel.numberOfVertices, _drawModel.vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 3, NULL);
//textures
glGenBuffers(1, &_indexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _indexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * _drawModel.numberOfTextCoords, _drawModel.texCoords, GL_STATIC_DRAW);
glEnableVertexAttribArray(attributes[ATTRIBUTES_TEXTURE_COORDINATE]);
glVertexAttribPointer(attributes[ATTRIBUTES_TEXTURE_COORDINATE], 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, NULL);
//indises
glGenBuffers(1, &_indisesBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indisesBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * _drawModel.numberOfIndises, _drawModel.indises, GL_STATIC_DRAW);
glBindVertexArrayOES(0);
}
画出来
- (void)draw
{
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(_programm);
glBindVertexArrayOES(_vertextArray);
glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _mvpMatrix.m);
glUniform1i(uniforms[UNIFORM_TEXTURE], 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _texture.name);
glDrawElements(GL_TRIANGLES, _drawModel.numberOfIndises, GL_UNSIGNED_INT, 0);
}
结果我得到了下一个:
如果我使用GL_LINES模式(仅供参考):
如果我使用GL_TRIANGLES:
纹理(供参考)
所以看起来gl machine 没有画一些额外的三角形,但我堆叠了它发生的原因以及如何解决它......
有什么建议吗?
---- 更新-----
问题在于不正确的索引索引并且缺少部分索引,经过更正后我得到了(感谢@codetiger)
【问题讨论】:
标签: ios objective-c iphone opengl-es fbx