有人解释为什么下一个代码在ntdll.dll中返回一个指针?
GetProcAddress(LoadLibraryA("kernel32.dll"), "EncodePointer");
GetProcAddress(LoadLibraryA("kernel32.dll"), "DecodePointer");
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PS:如果调用kernel32的export表指向的函数,则抛出一个断点.
考虑以下:
virtual void Draw()
{
_texture->Bind(0);
_shader->Begin();
_shader->SetUniform("WVPMatrix", _mvp);
_shader->SetUniform("InColor", _color);
_shader->SetUniformImm("InTexture", 0);
_vbo.GetDeclaration().Activate();
_vbo.Render(GL_QUADS, _ibo, 4);
_shader->End();
}
void Texture2D::Bind(int index)
{
if (index != -1)
{
glActiveTexture(GL_TEXTURE0 + index);
}
glBindTexture(GL_TEXTURE_2D, _textureID);
}
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在哪里调用_shader-> Begin(),_ shader-> SetUniform,_shader-> SetUniformImm,_vbo.GetDeclaration().激活和_vbo.Render就像我设置片段着色器以呈现静态颜色(甚至颜色)一样通过制服)它变得很好.
现在我正在尝试渲染一个texture2d(它加载得很好,我用立即模式测试)然后我得到一个黑屏,为什么?
顶点:
#version 330
layout(location = 0) in vec3 VertexPosition;
layout(location = 1) in vec2 VertexTexCoord;
uniform mat4 WVPMatrix;
out vec2 TexCoord0;
void main()
{
TexCoord0 = VertexTexCoord;
gl_Position = WVPMatrix * vec4(VertexPosition, 1);
}
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分段:
#version 330
in vec2 …Run Code Online (Sandbox Code Playgroud)