我为渲染数组数据而遇到的每个例子都类似于下面的代码,在你的绘图循环中,你首先调用glEnableClientState来表示你将要使用的内容,当你完成后你调用glDisableClientState:
void drawScene(void) {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindTexture(GL_TEXTURE_2D, texturePointerA);
glTexCoordPointer(2, GL_FLOAT, 0,textureCoordA);
glVertexPointer(3, GL_FLOAT, 0, verticesA);
glDrawElements(GL_QUADS, numPointsDrawnA, GL_UNSIGNED_BYTE, drawIndicesA);
glBindTexture(GL_TEXTURE_2D, texturePointerB);
glTexCoordPointer(2, GL_FLOAT, 0,textureCoordB);
glVertexPointer(3, GL_FLOAT, 0, verticesB);
glDrawElements(GL_QUADS, numPointsDrawnB, GL_UNSIGNED_BYTE, drawIndicesB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
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在我的程序中,我总是使用纹理坐标和顶点数组,所以我认为每帧继续启用和禁用它们毫无意义.我将glEnableClientState移动到循环之外,如下所示:
bool initGL(void) {
//...
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
void drawScene(void) {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, texturePointerA);
glTexCoordPointer(2, GL_FLOAT, 0,textureCoordA);
glVertexPointer(3, GL_FLOAT, 0, verticesA);
glDrawElements(GL_QUADS, numPointsDrawnA, GL_UNSIGNED_BYTE, drawIndicesA);
glBindTexture(GL_TEXTURE_2D, texturePointerB);
glTexCoordPointer(2, GL_FLOAT, 0,textureCoordB);
glVertexPointer(3, GL_FLOAT, 0, verticesB);
glDrawElements(GL_QUADS, numPointsDrawnB, GL_UNSIGNED_BYTE, drawIndicesB);
}
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它似乎工作正常.我的问题是:
我需要在某处调用glDisableClientState; 也许当程序关闭?
还有,这样做可以吗?有没有我缺少的东西,因为其他人启用和禁用每个帧?
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