VAO 是顶点数组对象,VBO 是顶点缓冲区对象。创建和绑定/解除绑定 VAO 和 VBO 的调用具有如下通用格式:
GLuint VAO, VBO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER,
sizeof(GLfloat)* 9,
vertices,
GL_STATIC_DRAW);
glVertexAttribPointer(0,
3, GL_FLOAT, GL_FALSE,
0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
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我在互联网上学习了一些教程,他们说 VBO 绑定到 VAO,但是在上面的代码中,我不明白 VBO 和 VAO 之间是如何建立“连接”或“绑定”的? 我的意思是我们怎么知道哪个 VBO 绑定到哪个 VAO 以及如果一个 VBO 绑定到多个 VAO 呢?
所以,基本问题是:VBO 绑定到 VAO 是什么意思,我们如何知道哪个 VBO 绑定到哪个 VAO 以及如何建立这种绑定?
我想在C++中用VBO创建网格类.该课程如下:
mesh::mesh(std::vector<Vector3d>* Vertices, std::vector<unsigned int>* Indices, std::vector<Vector2d>* TextureCoords)
{
if(Vertices) this->vertices = *Vertices;
if(Indices) this->indices = *Indices;
if(TextureCoords) this->textureCoords = *TextureCoords;
chatbox.AddMessageToQueue("vertices.size() : %d", vertices.size());
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(Vector3d) + textureCoords.size()*sizeof(Vector2d), 0, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, vertices.size()*sizeof(Vector3d), vertices.data());
glBufferSubData(GL_ARRAY_BUFFER, vertices.size()*sizeof(Vector3d), textureCoords.size()*sizeof(Vector2d), textureCoords.data());
glGenBuffers(1, &IND);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IND);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size()*sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
}
mesh::~mesh()
{
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &IND);
}
void mesh::draw()
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexPointer(3, GL_FLOAT, 0, (void*)0);
glTexCoordPointer(2, GL_FLOAT, 0, (void*)(sizeof(float)*3*6));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IND);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, …Run Code Online (Sandbox Code Playgroud)