[英]OpenGL ES2 coloured triangle
I am trying to make basic triangle in opengl es 2, but whatever I do, it just doesn't seem to be working.. All I get is a white triangle. 我正在尝试在opengl es 2中创建基本三角形,但是无论我做什么,它似乎都无法正常工作。我得到的只是一个白色三角形。 However, I think there might be a problem when linking the program (that's I have disabled return from linking checking "if", otherwise it won't run at all).
但是,我认为在链接程序时可能会出现问题(也就是说,我已禁用返回检查“ if”的链接,否则它将根本无法运行)。 Also, when I run with the console, I get in the output "error: 1281".
另外,当我在控制台上运行时,我得到的输出是“错误:1281”。 My code:
我的代码:
int loadShader(int type, char * shaderCode)
{
int length = strlen(shaderCode);
int shader = glCreateShader(type);
glShaderSource(shader, 1, (const char **) &shaderCode, NULL);
glCompileShader(shader);
return shader;
}
// Initializes the application data
int Init(void)
{
// Vertex shaders
char * vertexShaderCode =
"attribute vec4 vPosition; \n"
"void main() { \n"
" gl_Position = vPosition; \n"
"} \n";
char * fragmentShaderCode =
"precision mediump float; \n"
"void main() { \n"
" gl_FragColor = vec4(0.5, 0.5, 0.5, 1.0);\n"
"} \n";
GLuint vertexShader = loadShader(GL_VERTEX_SHADER, vertexShaderCode);
GLuint fragmentShader = loadShader(GL_FRAGMENT_SHADER, fragmentShaderCode);
GLint linked;
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glBindAttribLocation(program, 0, "vPosition");
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if(!linked)
{
GLint infoLen = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLen);
if(infoLen > 1)
{
char* infoLog = (char *) malloc(sizeof(char) * infoLen);
glGetProgramInfoLog(program, infoLen, NULL, infoLog);
free(infoLog);
}
glDeleteProgram(program);
//return 0;
}
// Basic GL setup
glClearColor (0.0, 0.0, 0.0, 1.0);
return GL_TRUE;
}
// Main-loop workhorse function for displaying the object
void Display(void)
{
// Clear the screen
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0, 0.0, 0.0, 1.0);
GLfloat vertices[] = {
-0.5f, 0.0f, -1.0f,
0.0f, 1.0f, -1.0f,
0.5f, 0.0f, -1.0f,
};
GLfloat colors[] = {
0.0f, 0.0f, 1.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
};
glUseProgram(program);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, colors);
glEnableVertexAttribArray(1);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
enable the vertex attrib array first and then pass the pointers... 首先启用顶点attrib数组,然后传递指针...
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vertices);
glDrawArrays(GL_TRIANGLES, 0, 3);
Also you are sending colors in the "1" attrib array but there is no such attrib in the shader. 另外,您正在“ 1”属性数组中发送颜色,但着色器中没有这样的属性。
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