【发布时间】:2015-07-24 05:53:41
【问题描述】:
我无法在 OpenTK 中使用 VBO 渲染三角形。我在 glControl_Load() 事件中将我的数据加载到 VBO。运行时我得到一个没有三角形的背景屏幕。数据来自网格 m.OpenGLArrays(out data, out indices) 输出浮点数和整数列表。顶点 T1v1, T1v2, T1v3, T2v1, T2v2, T2v3, .... 的浮点数列表,每个三角形的所有三个顶点都背靠背。
但是,当我评论“中间”渲染代码时,代码显示为空白屏幕,一切都呈现正常......?我做错了什么?
private void glControl_Load(object sender, EventArgs e)
{
loaded = true;
glControl.MouseMove += new MouseEventHandler(glControl_MouseMove);
glControl.MouseWheel += new MouseEventHandler(glControl_MouseWheel);
GL.ClearColor(Color.DarkSlateGray);
GL.Color3(1f, 1f, 1f);
m.OpenGLArrays(out data, out indices);
this.indicesSize = (uint)indices.Length;
GL.GenBuffers(1, out VBOid[0]);
GL.GenBuffers(1, out VBOid[1]);
SetupViewport();
}
private void SetupViewport()
{
if (this.WindowState == FormWindowState.Minimized) return;
glControl.Width = this.Width - 32;
glControl.Height = this.Height - 80;
Frame_label.Location = new System.Drawing.Point(glControl.Width / 2, glControl.Height + 25);
GL.MatrixMode(MatrixMode.Projection);
//GL.LoadIdentity();
GL.Ortho(0, glControl.Width, 0, glControl.Height, -1, 1); // Bottom-left corner pixel has coordinate (0, 0)
GL.Viewport(0, 0, glControl.Width, glControl.Height); // Use all of the glControl painting area
GL.Enable(EnableCap.DepthTest);
GL.BindBuffer(BufferTarget.ArrayBuffer, VBOid[0]);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(data.Length * sizeof(float)), data, BufferUsageHint.StaticDraw);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
float aspect_ratio = this.Width / (float)this.Height;
projection = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspect_ratio, 1, 1024);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadMatrix(ref projection);
}
private void glControl_Paint(object sender, PaintEventArgs e)
{
if (loaded)
{
GL.Clear(ClearBufferMask.ColorBufferBit |
ClearBufferMask.DepthBufferBit |
ClearBufferMask.StencilBufferBit);
modelview = Matrix4.LookAt(0f, 0f, -200f + zoomFactor, 0, 0, 0, 0.0f, 1.0f, 0.0f);
var aspect_ratio = Width / (float)Height;
projection = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspect_ratio, 1, 512);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadMatrix(ref projection);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadMatrix(ref modelview);
GL.Rotate(angleY, 1.0f, 0, 0);
GL.Rotate(angleX, 0, 1.0f, 0);
GL.EnableClientState(ArrayCap.VertexArray);
GL.BindBuffer(BufferTarget.ArrayBuffer, VBOid[0]);
GL.Color3(Color.Yellow);
GL.VertexPointer(3, VertexPointerType.Float, Vector3.SizeInBytes, new IntPtr(0));
GL.DrawArrays(PrimitiveType.Triangles, 0, data.Length);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.DisableClientState(ArrayCap.VertexArray);
//GL.Color3(Color.Yellow);
//GL.PolygonMode(MaterialFace.Front, PolygonMode.Fill);
//GL.Begin(PrimitiveType.Triangles);
//for (int i = 0; i < this.md.mesh.Count; i++)
//{
// GL.Normal3(this.md.mesh[i].normal);
// GL.Vertex3(this.md.mesh[i].vertices[0]);
// GL.Vertex3(this.md.mesh[i].vertices[1]);
// GL.Vertex3(this.md.mesh[i].vertices[2]);
//}
//GL.End();
//GL.EndList();
glControl.SwapBuffers();
Frame_label.Text = "Frame: " + frameNum++;
}
}
【问题讨论】:
-
您正在使用已弃用的 OpenGL:opengl.org/wiki/Legacy_OpenGL