[英]Having issues drawing 3D cube's edges with OpenGL 3
I'm trying to draw 3D cube's vertices (edges only) using OpenGL (4.3 core profile), I know the glPolygonMode
function but I'd like not to draw the intermediate diagonal lines.我正在尝试使用 OpenGL(4.3 核心配置文件)绘制 3D 立方体的顶点(仅边缘),我知道
glPolygonMode
函数,但我不想绘制中间对角线。 I declare my vertices and my indices like so :我像这样声明我的顶点和索引:
struct Vertex {
glm::vec3 pos;
glm::vec3 color;
glm::vec3 normal;
glm::vec2 uv;
};
Vertex vertices[8];
// Front vertices
vertices[0].pos = glm::vec3(-0.5f, -0.5f, +0.5f);
vertices[1].pos = glm::vec3(+0.5f, -0.5f, +0.5f);
vertices[2].pos = glm::vec3(+0.5f, +0.5f, +0.5f);
vertices[3].pos = glm::vec3(-0.5f, +0.5f, +0.5f);
// Back vertices
vertices[4].pos = glm::vec3(-0.5f, -0.5f, -0.5f);
vertices[5].pos = glm::vec3(+0.5f, -0.5f, -0.5f);
vertices[6].pos = glm::vec3(+0.5f, +0.5f, -0.5f);
vertices[7].pos = glm::vec3(-0.5f, +0.5f, -0.5f);
GLuint indices[36] = {
0, 1, 2, 2, 3, 0, // Front
1, 5, 6, 6, 2, 1, // Right
7, 6, 5, 5, 4, 7, // Back
4, 0, 3, 3, 7, 4, // Left
4, 5, 1, 1, 0, 4, // Bottom
3, 2, 6, 6, 7, 3 // Top
};
My buffer is updated accordingly :我的缓冲区相应地更新:
// Bind Vertex Array
glBindVertexArray(_VAO);
// Bind VBO to GL_ARRAY_BUFFER type so that all calls to GL_ARRAY_BUFFER use VBO
glBindBuffer(GL_ARRAY_BUFFER, _VBO);
// Upload vertices to VBO
glBufferData(GL_ARRAY_BUFFER, verticesNb * sizeof(Vertex), vertices, GL_STATIC_DRAW);
// Bind EBO to GL_ARRAY_BUFFER type so that all calls to GL_ARRAY_BUFFER use EBO
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _EBO);
// Updload indices to EBO
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesNb * sizeof(GLuint), indices, GL_STATIC_DRAW);
I'm using glDrawElements(GL_LINES, 36, GL_UNSIGNED_INT, 0);
我正在使用
glDrawElements(GL_LINES, 36, GL_UNSIGNED_INT, 0);
to draw my cube's edges, but for some reason it doesn't draw some edges and I don't understand why.绘制我的立方体的边缘,但由于某种原因它没有绘制一些边缘,我不明白为什么。
If I use GL_TRIANGLES, it works pretty well though when I want to render my 3D cube in fill-mode.如果我使用 GL_TRIANGLES,当我想在填充模式下渲染我的 3D 立方体时,它工作得很好。 Does anyone know what I'm missing here ?
有谁知道我在这里想念什么? Is it an issue with the indices ?
是指数的问题吗?
(The "cube" below has a custom size of (1.0f, 2.0f, 3.0f)
) (下面的“立方体”的自定义大小为
(1.0f, 2.0f, 3.0f)
)
Your indices form GL_TRIANGLES
primitives rather than GL_LINES
primitives.您的索引形成
GL_TRIANGLES
基元而不是GL_LINES
基元。 See GL_LINES
:见
GL_LINES
:
Vertices 0 and 1 are considered a line.
顶点 0 和 1 被视为一条线。 Vertices 2 and 3 are considered a line.
顶点 2 和 3 被视为一条线。 And so on.
等等。
The indices form the primitives.索引形成基元。 Change the indices:
更改索引:
GLuint indices[] = {
0, 1, 1, 2, 2, 3, 3, 0, // Front
4, 5, 5, 6, 6, 7, 7, 4, // Back
0, 4, 1, 5, 2, 6, 3, 7
};
glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0);
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