【发布时间】:2017-07-12 14:46:44
【问题描述】:
我创建了一个加载器类来加载 V.A.Os 纹理等,但是当我使用这个方法时
GLuint Loader::loadToVAO(GLfloat* vertices)
{
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
return vertexbuffer;
}
这里没有渲染任何东西是我的渲染代码:
window.createWindow();
GLfloat vertices[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
GLuint vertexbuffer = loader.loadToVAO(vertices);
glClearColor(0, 1, 1, 0);
// It works fine when i generate the vao in the main method but not in the loader class
GLuint vertexbuffer1;
glGenBuffers(1, &vertexbuffer1);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer1);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
std::cout << vertexbuffer1 << std::endl;
std::cout << vertexbuffer << std::endl;
while (!window.shouldClose())
{
window.clearWindow();
// render here
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer1);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 3); // Starting from vertex 0; 3 vertices total -> 1 triangle
glDisableVertexAttribArray(0);
window.updateWindow();
}
return 0;
当我尝试渲染 vertexbuffer1(在 main 方法中加载的那个)时它渲染得很好,但是顶点缓冲区没有渲染任何东西。
任何帮助将不胜感激
编辑: 这是我试图遵循的教程 - http://www.opengl-tutorial.org/
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