【发布时间】:2019-08-07 01:17:46
【问题描述】:
问题限制:
- 我没有使用three.js或类似的,而是纯WebGL
- WebGL 2 也不是一个选项
我有几个加载的模型存储为 Vertices 和 Normals 数组(来自 STL 阅读器)。
到目前为止,当两个模型的尺寸相同时,没有问题。每当我加载 2 个不同的模型时,浏览器中都会显示一条错误消息:
WebGL: INVALID_OPERATION: drawArrays: attempt to access out of bounds arrays 所以我怀疑我没有正确操作多个缓冲区。
使用以下 typescript 方法加载模型:
public AddModel(model: Model)
{
this.models.push(model);
model.VertexBuffer = this.gl.createBuffer();
model.NormalsBuffer = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, model.VertexBuffer);
this.gl.bufferData(this.gl.ARRAY_BUFFER, model.Vertices, this.gl.STATIC_DRAW);
model.CoordLocation = this.gl.getAttribLocation(this.shaderProgram, "coordinates");
this.gl.vertexAttribPointer(model.CoordLocation, 3, this.gl.FLOAT, false, 0, 0);
this.gl.enableVertexAttribArray(model.CoordLocation);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, model.NormalsBuffer);
this.gl.bufferData(this.gl.ARRAY_BUFFER, model.Normals, this.gl.STATIC_DRAW);
model.NormalLocation = this.gl.getAttribLocation(this.shaderProgram, "vertexNormal");
this.gl.vertexAttribPointer(model.NormalLocation, 3, this.gl.FLOAT, false, 0, 0);
this.gl.enableVertexAttribArray(model.NormalLocation);
}
加载后,调用Render方法绘制所有加载的模型:
public Render(viewMatrix: Matrix4, perspective: Matrix4)
{
this.gl.uniformMatrix4fv(this.viewRef, false, viewMatrix);
this.gl.uniformMatrix4fv(this.perspectiveRef, false, perspective);
this.gl.uniformMatrix4fv(this.normalTransformRef, false, viewMatrix.NormalMatrix());
// Clear the canvas
this.gl.clearColor(0, 0, 0, 0);
this.gl.viewport(0, 0, this.canvas.width, this.canvas.height);
this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
// Draw the triangles
if (this.models.length > 0)
{
for (var i = 0; i < this.models.length; i++)
{
var model = this.models[i];
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, model.VertexBuffer);
this.gl.enableVertexAttribArray(model.NormalLocation);
this.gl.enableVertexAttribArray(model.CoordLocation);
this.gl.vertexAttribPointer(model.CoordLocation, 3, this.gl.FLOAT, false, 0, 0);
this.gl.uniformMatrix4fv(this.modelRef, false, model.TransformMatrix);
this.gl.uniform3fv(this.materialdiffuseRef, model.Color.AsVec3());
this.gl.drawArrays(this.gl.TRIANGLES, 0, model.TrianglesCount);
}
}
}
一个模型工作得很好。两个克隆模型也可以正常工作。不同的模型因上述错误而失败。
我错过了什么?
【问题讨论】: