Cur*_*ain 2 c# opengl tao-framework
我正在尝试将我的顶点,索引和纹理点设置为VBO:s并使用我的draw方法绘制它们,所有这些都在TAO/OpenGL TK框架下的C#中.但我的屏幕只显示黑屏.我已经测试过没有VBO:s,然后它可以工作.但是凭借我的顶点,索引和纹理点,我无法成功.
我的代码:
private float[] vertices;
private byte[] indices;
private float[] texture;
private int[] mVertexBuffer;
private int[] mIndicesBuffer;
private int[] mTextureBuffer;
//...Constructor start
vertices = new float[] {
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
};
texture = new float[] {
0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
};
indices = new byte[] {
0, 1, 3, 0, 3, 2, 4, 5, 7, 4, 7, 6,
8, 9, 11, 8, 11, 10,
12, 13, 15, 12, 15, 14,
16, 17, 19, 16, 19, 18,
20, 21, 23, 20, 23, 22,
};
mVertexBuffer = new int[1];
mIndicesBuffer = new int[1];
mTextureBuffer = new int[1];
//...Constructor end
public void setBuffers() {
gl.glGenBuffersARB(1, mVertexBuffer);
gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, mVertexBuffer[0]);
gl.glBufferDataARB(GL.GL_ARRAY_BUFFER_ARB,
(IntPtr)(vertices.Length * sizeof(float)),
vertices, GL.GL_STATIC_DRAW_ARB);
gl.glGenBuffersARB(1, mIndicesBuffer);
gl.glBindBufferARB(GL.GL_ELEMENT_ARRAY_BUFFER_ARB, mIndicesBuffer[0]);
gl.glBufferDataARB(GL.GL_ELEMENT_ARRAY_BUFFER_ARB,
(IntPtr)(indices.Length * sizeof(float)),
indices, GL.GL_DYNAMIC_DRAW_ARB);
gl.glGenBuffersARB(1, mTextureBuffer);
gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, mTextureBuffer[0]);
gl.glBufferDataARB(GL.GL_ARRAY_BUFFER_ARB,
(IntPtr)(texture.Length * sizeof(float)),
texture, GL.GL_STATIC_DRAW_ARB);
}
public void draw()
{
gl.glBegin(gl.GL_TRIANGLES);
gl.glEnableClientState(GL.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY);
gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, mVertexBuffer[0]);
gl.glVertexPointer(3, GL.GL_FLOAT, 0, mVertexBuffer);
gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, mTextureBuffer[0]);
gl.glTexCoordPointer(2, GL.GL_FLOAT, 0, mTextureBuffer);
gl.glBindBufferARB(GL.GL_ELEMENT_ARRAY_BUFFER_ARB, mIndicesBuffer[0]);
gl.glDrawElements(GL.GL_TRIANGLES, indices.Length,
gl.GL_UNSIGNED_BYTE, mIndicesBuffer);
gl.glDisableClientState(GL.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL.GL_TEXTURE_COORD_ARRAY);
gl.glEnd();
}
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顶点/索引/纹理点在我的C++ VBO环境中工作,但不在此处.所以我猜我错过了绑定的东西.
实际上,我也一直在寻找这个星期.现在我有一个正确的工作解决方案.
要成功创建一个,您需要注意几个问题Vertex Buffer Object.第一个问题是人们搞砸了.GL_INDEX_ARRAY不适合你indices.GL_INDEX_ARRAY当您使用颜色数组平滑您的顶点之间的颜色时,您将使用.
另一个问题是偏移的Tao framework使用IntPtr.Zero而不是普通的0.当你是a时,你将glDrawElements调用中的最后一个参数用作Vertex Array样式Vertex Buffer Object.
另一方面,看起来你将两个不同的概念混合在一起.您正在尝试将数据加载到缓冲区中,如果您使用已发布的代码,那么您将完全成功.这里的问题是你使用了错误的GL_ARRAY_BUFFER命令.对于indices你应该使用GL_ELEMENT_ARRAY_BUFFER.
话虽如此,我将展示一种使用标准Vertex Arrays和另一种使用的解决方案Vertex Buffer Objects.我希望这能解决问题.
顶点数组:
public void draw()
{
gl.glEnableClientState(gl.GL_VERTEX_ARRAY);
gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY);
gl.glVertexPointer(3, gl.GL_FLOAT, 0, verticesArray);
gl.glTexCoordPointer(2, gl.GL_FLOAT, 0, textureArray);
//With Vertex Arrays, the last parameter is your pointer to your indices
gl.glDrawElements(gl.GL_TRIANGLES, indices.Length,
gl.GL_UNSIGNED_SHORT, indicesArray);
gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(gl.GL_VERTEX_ARRAY);
}
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顶点缓冲区对象:
//This should be used in the constructor
//or in another method than the draw method
mVertexBuffer = new int[1];
mTextureBuffer = new int[1];
mIndexBuffer = new int[1];
gl.glGenBuffers(1, mVertexBuffer);
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, mVertexBuffer[0]);
gl.glBufferData(gl.GL_ARRAY_BUFFER,
(IntPtr)(verticesArray.Length * sizeof(float)),
verticesArray, gl.GL_STATIC_DRAW);
gl.glGenBuffers(1, mTextureBuffer);
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, mTextureBuffer[0]);
gl.glBufferData(gl.GL_ARRAY_BUFFER,
(IntPtr)(textureArray.Length * sizeof(float)),
textureArray, gl.GL_STATIC_DRAW);
gl.glGenBuffers(1, mIndexBuffer);
gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer[0]);
gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER,
(IntPtr)(indicesArray.Length * sizeof(short)),
indicesArray, gl.GL_STATIC_DRAW);
//Your draw method
public void draw()
{
gl.glEnableClientState(gl.GL_VERTEX_ARRAY);
gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY);
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, mVertexBuffer[0]);
//Notice: IntPtr.Zero is used...
gl.glVertexPointer(3, gl.GL_FLOAT, 0, IntPtr.Zero);
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, mTextureBuffer[0]);
//Notice: IntPtr.Zero is used...
gl.glTexCoordPointer(2, gl.GL_FLOAT, 0, IntPtr.Zero);
gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer[0]);
//Notice: IntPtr.Zero is used. Last parameter is
//an offset using Vertex Buffer Objects and in Vertex Arrays
//it is a pointer
gl.glDrawElements(gl.GL_TRIANGLES, indices.Length,
gl.GL_UNSIGNED_SHORT, IntPtr.Zero);
//Remember to unbind your buffer to prevent it to destroy
//other draw calls or objects
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0);
gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, 0);
gl.glDisableClientState(gl.GL_VERTEX_ARRAY);
gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY);
}
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我希望这很有用,我花了一段时间才弄清楚这一点.
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