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如何使用glColor4f()和glDrawArrays(GL_LINES,0,2)绘制彩色线

[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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