[英]OSX OpenGL 4.1 glEnableVertexAttribArray glDrawArrays GL_INVALID_OPERATION
I programmed an OpenGL application with an SDL window. 我使用SDL窗口编写了OpenGL应用程序。 Core Profile running OpenGL 4.1 on a Mac OSX 10.9.
在Mac OSX 10.9上运行OpenGL 4.1的Core Profile。 The command
glClearColor
works great and I get the right color on screen. 命令
glClearColor
很好用,我在屏幕上得到正确的颜色。 But inside my renderer I got the GL_INVALID_OPERATION
error everytime I execute the commands glEnableVertexAttribArray
and glDrawArrays
. 但是在我的渲染器内部,每次执行命令
glEnableVertexAttribArray
和glDrawArrays
我都会遇到GL_INVALID_OPERATION
错误。
That is the code: 那是代码:
Vertex Shader: 顶点着色器:
#version 410
in vec4 position;
void main(void)
{
gl_Position = position;
}
Fragment Shader: 片段着色器:
#version 410
out vec4 out_Color;
void main(void)
{
out_Color = vec4(0.0, 1.0, 0.0, 1.0);
}
All shader compile and linked to an program. 所有着色器都会编译并链接到程序。 No linking error!
没有链接错误!
Creating buffer with data: 用数据创建缓冲区:
static const float VertexBufferData[] = {
0.75f, 0.75f, 0.0f, 1.0f,
0.75f, -0.75f, 0.0f, 1.0f,
-0.75f, -0.75f, 0.0f, 1.0f,
};
glGenBuffers(1, &m_VertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(VertexBufferData), VertexBufferData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
Render: 渲染:
glUseProgram(m_ShaderProgram);
glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
// glDrawElements( GL_TRIANGLES, 3, GL_UNSIGNED_INT, nullptr);
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
Output: 输出:
AS BDL already said: The solution is to create a VAO. AS BDL已经说过:解决方案是创建VAO。 As a short description: A VAO (Vertex Array Object) is a collection of VBOs, which describes the vertex layout and the vertices for the shader.
简短描述:VAO(顶点阵列对象)是VBO的集合,它描述了着色器的顶点布局和顶点。
More informations here: 更多信息在这里:
So I have changed the following code blocks: 因此,我更改了以下代码块:
Buffer: 缓冲:
static const float VertexBufferData[] = {
0.75f, 0.75f, 0.0f, 1.0f,
0.75f, -0.75f, 0.0f, 1.0f,
-0.75f, -0.75f, 0.0f, 1.0f,
};
glGenVertexArrays(1, &m_VertexBufferArray);
glBindVertexArray(m_VertexBufferArray);
glGenBuffers(1, &m_VertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(VertexBufferData), VertexBufferData, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
glBindVertexArray(0);
Render: 渲染:
glUseProgram(m_ShaderProgram);
glBindVertexArray(m_VertexBufferArray);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glUseProgram(0);
Result: 结果:
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