我正在研究 OpenGL API,我想问你是否可以在将它传递给 OpenGL 后删除一个浮点数组顶点。
示例代码:
GLuint VBO;
float *vertices = new float[2];
vertices[0] = 0.0f;
vertices[1] = 1.0f;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
delete[] vertices;
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你能告诉我这样做的后果吗?
我尝试使用OpenGL和索引绘制纹理方块.首先,我使用VAO和VBO绘制一个简单的白色方块.之后,我尝试创建一个索引缓冲区对象来绘制相同的简单白色方块,但它不会绘制任何东西,它会抛出错误核心GL_INVALID_ENUM(0x500).调用后抛出此错误代码glDrawElements.
这里有我的代码的一些部分:
创建索引缓冲区对象,VAO和VBO的函数:
void Object::loadObject(const float *lpfVertices, size_t uVerticesSize, const char *lpbElementsList, size_t uNumElements) {
this->uNumElements = uNumElements;
glGenVertexArrays(1, &uVertexArrayID);
glBindVertexArray(uVertexArrayID);
glGenBuffers(1, &uVertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, uVertexBufferID);
glBufferData(GL_ARRAY_BUFFER, uVerticesSize, (void *)lpfVertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, NULL);
glEnableVertexAttribArray(0);
glGenBuffers(1, &uElemetsListID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, uElemetsListID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, uNumElements, lpbElementsList, GL_STATIC_DRAW);
}
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渲染我的对象的函数:
void Object::renderObject() {
glBindVertexArray(uVertexArrayID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, uElemetsListID);
glDrawElements(GL_TRIANGLES, uNumElements, GL_BYTE, NULL);
}
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部分主要代码:
object.loadObject(lpfTriangleVertices, sizeof(lpfTriangleVertices), lpbElementsList, sizeof(lpbElementsList));
uProgID = loadShader("default.vs", "default.fs");
while(!glfwWindowShouldClose(lpstWndID)) {
glfwPollEvents();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(uProgID);
object.renderObject();
glfwSwapBuffers(lpstWndID); …Run Code Online (Sandbox Code Playgroud)