[英]How do I draw a colored line with glColor4f() and glDrawArrays(GL_LINES, 0, 2)
I have the following program, and I cannot figure out why the glColor4f()
call is not resulting in a red line from the output of glDrawArrays()
can anyone tell me what I'm doing wrong? 我有以下程序,但我无法弄清楚为什么glColor4f()
调用未从glDrawArrays()
的输出中引起红线,有人可以告诉我我在做什么错吗? A white line is being output for some reason. 由于某种原因,正在输出白线。 Is glColor4f()
no longer supported in modern versions of GL. 在现代版本的GL中不再支持glColor4f()
。 If that's the case, what's the proper way to color lines like this? 如果是这样,给这样的颜色上色的正确方法是什么?
All of my googling led me to find that I should be calling: 我所有的谷歌搜索使我发现我应该打电话给:
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
However, after adding those calls I don't see any difference. 但是,添加这些呼叫后,我看不出任何区别。
#include <vector>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
int main(int argc, char *argv[]) {
if(!glfwInit()) {
return EXIT_FAILURE;
}
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(800, 600, "Line Intersection", NULL, NULL);
if(!window) {
glfwTerminate();
return EXIT_FAILURE;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
if(glewInit() != GLEW_OK) {
glfwTerminate();
return EXIT_FAILURE;
}
if(!GLEW_VERSION_3_2) {
glfwTerminate();
return EXIT_FAILURE;
}
static const glm::vec3 arr[] = {
glm::vec3(0,0,0),
glm::vec3(0,0.8f,0)
};
const glm::vec3* first = arr;
const glm::vec3* last = arr + sizeof(arr) / sizeof(arr[0]);
std::vector<glm::vec3> vertexBufferData (first, last);
static GLuint vertexBufferId;
glGenBuffers(1, &vertexBufferId);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferId);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexBufferData[0]) * vertexBufferData.size(), &vertexBufferData[0], GL_STATIC_DRAW);
GLuint vertexArrayId;
glGenVertexArrays(1, &vertexArrayId);
glBindVertexArray(vertexArrayId);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
while(!glfwWindowShouldClose(window)){
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glColor4f(1.0f,0.0f,0.0f,1.0f);
glDrawArrays(GL_LINES, 0, vertexBufferData.size());
glDisableVertexAttribArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return EXIT_SUCCESS;
}
You've selected a Core profile. 您选择了核心资料。
There are no freebies in Core, you must provide a vertex and fragment shader. Core中没有免费赠品,您必须提供一个顶点和片段着色器。
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