OpenGL:Radeon驱动程序似乎搞乱了深度测试

JWk*_*Wki 4 c++ opengl nvidia opengl-3 depth-testing

我在这里遇到了一个非常奇怪的深度测试问题.我在Windows上的OpenGL 3.3核心配置文件上下文中渲染一个简单的网格,启用深度测试并将glDepthFunc设置为GL_LESS.在我的机器上(配备nVidia Geforce GTX 660M的笔记本电脑),一切都按预期工作,深度测试正在运行,这就是它的样子:

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现在,如果我在不同的PC上运行程序,一个带有Radeon R9 280的塔,它看起来更像是这样的:

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奇怪的是,真正奇怪的是,当我在绘制之前每帧调用glEnable(GL_DEPTH_TEST)时,结果在两台机器上都是正确的.当我这样做时,我认为在两台机器上都正确创建了深度缓冲区,看起来深度测试在渲染之前以某种方式被禁用,当我在初始化时只启用它一次.以下是可能以某种方式成为问题一部分的最小代码:

在创建上下文并使其成为当前之后,在初始化时调用代码:

glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
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代码在缓冲区交换之前调用每个帧:

glClearColor(0.4f, 0.6f, 0.8f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

// mShaderProgram->getID() simply returns the handle of a simple shader program
glUseProgram(mShaderProgram->getID());  

glm::vec3 myColor = glm::vec3(0.7f, 0.5f, 0.4f);
GLuint colorLocation = glGetUniformLocation(mShaderProgram->getID(), "uColor");
glUniform3fv(colorLocation, 1, glm::value_ptr(myColor));

glm::mat4 modelMatrix = glm::mat4(1.0f);
glm::mat4 viewMatrix = glm::lookAt(glm::vec3(0.0f, 3.0f, 5.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 projectionMatrix = glm::perspectiveFov(60.0f, (float)mWindow->getProperties().width, (float)mWindow->getProperties().height, 1.0f, 100.0f);
glm::mat4 inverseTransposeMVMatrix = glm::inverseTranspose(viewMatrix*modelMatrix);

GLuint mMatrixLocation = glGetUniformLocation(mShaderProgram->getID(), "uModelMatrix");
GLuint vMatrixLocation = glGetUniformLocation(mShaderProgram->getID(), "uViewMatrix");
GLuint pMatrixLocation = glGetUniformLocation(mShaderProgram->getID(), "uProjectionMatrix");
GLuint itmvMatrixLocation = glGetUniformLocation(mShaderProgram->getID(), "uInverseTransposeMVMatrix");

glUniformMatrix4fv(mMatrixLocation, 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(vMatrixLocation, 1, GL_FALSE, glm::value_ptr(viewMatrix));
glUniformMatrix4fv(pMatrixLocation, 1, GL_FALSE, glm::value_ptr(projectionMatrix));
glUniformMatrix4fv(itmvMatrixLocation, 1, GL_FALSE, glm::value_ptr(inverseTransposeMVMatrix));

// Similiar to the shader program, mMesh.gl_vaoID is simply the handle of a vertex array object
glBindVertexArray(mMesh.gl_vaoID);

glDrawArrays(GL_TRIANGLES, 0, mMesh.faces.size()*3);
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使用上面的代码,我将在Radeon上得到错误的输出.注意:我使用GLFW3进行上下文创建,使用GLEW进行函数指针(显然GLM用于数学运算).顶点数组对象包含三个属性数组缓冲区,用于位置,uv坐标和法线.这些中的每一个都应该正确配置并发送到着色器,因为在每帧启用深度测试时一切正常.

我还应该提到Radeon机器运行Windows 8,而nVidia机器运行Windows 7.

编辑:根据请求,这是用于加载网格并创建属性数据的代码.我不创建任何元素缓冲区对象,因为我没有使用元素绘制调用.

std::vector<glm::vec3> positionData;
std::vector<glm::vec2> uvData;
std::vector<glm::vec3> normalData;
std::vector<meshFaceIndex> faces;

std::ifstream fileStream(path);
if (!fileStream.is_open()){
    std::cerr << "ERROR: Could not open file '" << path << "!\n";
    return;
}
std::string lineBuffer;
while (std::getline(fileStream, lineBuffer)){
    std::stringstream lineStream(lineBuffer);
    std::string typeString;
    lineStream >> typeString;   // Get line token
    if (typeString == TOKEN_VPOS){  // Position
        glm::vec3 pos;
        lineStream >> pos.x >> pos.y >> pos.z;
        positionData.push_back(pos);
    }
    else{
        if (typeString == TOKEN_VUV){   // UV coord
            glm::vec2 UV;
            lineStream >> UV.x >> UV.y;
            uvData.push_back(UV);
        }
        else{
            if (typeString == TOKEN_VNORMAL){   // Normal
                glm::vec3 normal;
                lineStream >> normal.x >> normal.y >> normal.z;
                normalData.push_back(normal);
            }
            else{
                if (typeString == TOKEN_FACE){  // Face
                    meshFaceIndex faceIndex;
                    char interrupt;
                    for (int i = 0; i < 3; ++i){
                        lineStream >> faceIndex.positionIndex[i] >> interrupt
                            >> faceIndex.uvIndex[i] >> interrupt
                            >> faceIndex.normalIndex[i];
                    }
                    faces.push_back(faceIndex);
                }
            }
        }
    }
}
fileStream.close();     

std::vector<glm::vec3> packedPositions;
std::vector<glm::vec2> packedUVs;
std::vector<glm::vec3> packedNormals;

for (auto f : faces){
    Face face;  // Derp derp;
    for (auto i = 0; i < 3; ++i){
        if (!positionData.empty()){
            face.vertices[i].position = positionData[f.positionIndex[i] - 1];
            packedPositions.push_back(face.vertices[i].position);
        }
        else
            face.vertices[i].position = glm::vec3(0.0f);
        if (!uvData.empty()){
            face.vertices[i].uv = uvData[f.uvIndex[i] - 1];
            packedUVs.push_back(face.vertices[i].uv);
        }
        else
            face.vertices[i].uv = glm::vec2(0.0f);
        if (!normalData.empty()){
            face.vertices[i].normal = normalData[f.normalIndex[i] - 1];
            packedNormals.push_back(face.vertices[i].normal);
        }
        else
            face.vertices[i].normal = glm::vec3(0.0f);
    }
    myMesh.faces.push_back(face);
}

glGenVertexArrays(1, &(myMesh.gl_vaoID));
glBindVertexArray(myMesh.gl_vaoID);

GLuint positionBuffer;  // positions
glGenBuffers(1, &positionBuffer);
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3)*packedPositions.size(), &packedPositions[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);

GLuint uvBuffer;    // uvs
glGenBuffers(1, &uvBuffer);
glBindBuffer(GL_ARRAY_BUFFER, uvBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec2)*packedUVs.size(), &packedUVs[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);

GLuint normalBuffer;    // normals
glGenBuffers(1, &normalBuffer);
glBindBuffer(GL_ARRAY_BUFFER, normalBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3)*packedNormals.size(), &packedNormals[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);


glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
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.obj加载例程大部分都是从这个改编而来:http: //www.limegarden.net/2010/03/02/wavefront-obj-mesh-loader/

dat*_*olf 5

这对我来说看起来不像深度测试问题,但更像是顶点/索引数组数据中的错位.请向我们展示加载顶点缓冲区对象和元素缓冲区对象的代码.

  • @JWki:众所周知,NVidia 驱动程序对不遵循必需的 OpenGL 实践的应用程序非常宽容。因此,它们不是查看 OpenGL 程序是否正常工作的好测试对象。AMD 驱动程序在稳定性和有时性能方面的不足,它们由 OpenGL 合规性弥补;他们按照这个词遵循OpenGL规范,然后还有更多。因此,如果一个程序在 AMD 上被破坏,它可能会出现一些问题。如果一个程序在 AMD 的 OpenGL 实现中按预期工作,那么它就可以在任何地方工作。 (2认同)