[英]Issue with buffer data in opengl = only draws if I buffer more bytes than needed
Here are the paste bins for the code main.cpp and the shaders . 以下是代码main.cpp和着色器的粘贴箱。 It uses devIL, glload and glfw.
它使用devIL,glload和glfw。 Runs on windows and linux.
在Windows和Linux上运行。 any png named pic.png will load.
任何名为pic.png的png都会加载。
I buffer my data in a fairly normal way. 我以相当正常的方式缓冲我的数据。 Just a simple triangle.
只是一个简单的三角形
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
//vX vY vZ vW nX nY nZ U V
float bufferDataThree[9*3] = {
-1.0f, -1.0f, 0.0f,1.0f, 0.0f,1.0f,0.0f, 0.0f,0.0f,
1.0f, -1.0f, 0.0f,1.0f, 0.0f,1.0f,0.0f, 0.0f,1.0f,
1.0f, 1.0f, 0.0f,1.0f, 0.0f,1.0f,0.0f, 1.0f,1.0f};
//TOTAL 4 + 3 + 2 = 9;
glBufferData(GL_ARRAY_BUFFER, (9*3)*4, bufferDataThree, GL_STATIC_DRAW); //Doesnt Work
//glBufferData(GL_ARRAY_BUFFER, (10*3)*4, bufferDataThree, GL_STATIC_DRAW); //Works
There is 9*3 = 27 floats. 有9 * 3 = 27个花车。 Therefore 108 bytes.
因此108个字节。 if I buffer 108 bytes it will screw up the texture coords.
如果我缓冲108个字节,它将搞砸纹理坐标。 If I buffer 116 bytes, (2 floats more) It renders fine.
如果我缓冲116个字节,(2浮动更多)它渲染得很好。
My display method. 我的显示方法。
void display()
{
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,tbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, (4 + 3 + 2)*sizeof(float), 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, (4 + 3 + 2)*sizeof(float),(void*) (4*sizeof(float)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, (4 + 3 + 2)*sizeof(float),(void*) ((4+3)*sizeof(float)));
glDrawArrays(GL_TRIANGLES,0,3);
glDisableVertexAttribArray(0);
glUseProgram(0);
glfwSwapBuffers();
}
How can this be happening? 怎么会发生这种情况?
glVertexAttribPointer
第二个参数是组件数,对于纹理坐标,它是2和3表示正常。
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