繁体   English   中英

使用VBO LWJGL渲染时出现致命错误

[英]Fatal Error When Rendering With A VBO LWJGL

我对使用VBO渲染数据非常陌生,而当我尝试绘制立方体时,遇到了一个非常糟糕的错误。

Java运行时环境已检测到致命错误:EXCEPTION_ACCESS_VIOLATION(0xc0000005)位于pc = 0x0000000069198aa0,pid = 11936,tid = 7072

这会使程序崩溃。 我注意到当我在代码中注释掉render方法时,错误消失了,但是由于我是VBO的新手,所以我似乎找不到错误的根源。 下面的代码,任何帮助表示赞赏。

package engine;

import static org.lwjgl.opengl.GL11.GL_COLOR_BUFFER_BIT;
import static org.lwjgl.opengl.GL11.GL_DEPTH_BUFFER_BIT;
import static org.lwjgl.opengl.GL11.GL_DEPTH_TEST;
import static org.lwjgl.opengl.GL11.glClear;
import static org.lwjgl.opengl.GL11.glEnable;
import static org.lwjgl.opengl.GL15.GL_ARRAY_BUFFER;
import static org.lwjgl.opengl.GL15.GL_STATIC_DRAW;
import static org.lwjgl.opengl.GL15.glBindBuffer;
import static org.lwjgl.opengl.GL15.glBufferData;
import static org.lwjgl.opengl.GL15.glGenBuffers;

import java.nio.FloatBuffer;
import java.nio.IntBuffer;

import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;

public class Render{

    private int amountOfVerts = 4;
    private int vertexSize = 3;
    private int colorSize = 1;
    private FloatBuffer vertData, colorData;
    private int handle, colorHandle;

    public Render() {
        vertData = BufferUtils.createFloatBuffer(amountOfVerts * vertexSize);
        vertData.put(new float[]{0f,0f,0f, 100f,0f,0f, 100f,100f,0f, 0f,100f,0f});
        vertData.flip();

        colorData = BufferUtils.createFloatBuffer(amountOfVerts * colorSize);
        colorData.put(new float[]{1,0,0});
        colorData.flip();

        handle = glGenBuffers();
        glBindBuffer(GL_ARRAY_BUFFER, handle); //sets the current buffer to this
        glBufferData(GL_ARRAY_BUFFER, vertData, GL_STATIC_DRAW); // fills the new buffer / stores data
        glBindBuffer(GL_ARRAY_BUFFER, 0); // unbinds

        colorHandle = glGenBuffers();
        glBindBuffer(GL_ARRAY_BUFFER, colorHandle); //sets the current buffer to this
        glBufferData(GL_ARRAY_BUFFER, colorData, GL_STATIC_DRAW); // fills the new buffer / stores data
        glBindBuffer(GL_ARRAY_BUFFER, 0); // unbinds
    }

    public void render(){
        glEnable(GL_DEPTH_TEST);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glBindBuffer(GL_ARRAY_BUFFER, handle);
        GL11.glVertexPointer(vertexSize, GL11.GL_FLOAT, 0, 0L);

        glBindBuffer(GL_ARRAY_BUFFER, colorHandle);
        GL11.glColorPointer(colorSize, GL11.GL_FLOAT, 0, 0L);

        GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
        GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
        GL11.glDrawArrays(GL11.GL_QUADS, 0, amountOfVerts);
        GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
        GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);

    }


}

编辑

package engine;

import static org.lwjgl.opengl.GL11.GL_MODELVIEW;
import static org.lwjgl.opengl.GL11.GL_PROJECTION;
import static org.lwjgl.opengl.GL11.glLoadIdentity;
import static org.lwjgl.opengl.GL11.glMatrixMode;

import org.lwjgl.LWJGLException;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.Display;
import org.lwjgl.util.glu.GLU;
import org.lwjgl.util.vector.Vector3f;

public class Screen {

    private Render r;
    private Camera c;
    private int w,h;

    public Screen() {
        init();
        r = new Render();
        c = new Camera(new Vector3f(0,0,0), 5f, 0.15f);
        gameLoop();

    }

    public static void main(String[] args) {
        Screen s = new Screen();
    }

    public void init(){
        try{
            Display.setDisplayModeAndFullscreen(Display.getDesktopDisplayMode());
            w = Display.getDesktopDisplayMode().getWidth();
            h = Display.getDesktopDisplayMode().getHeight();
            Display.setFullscreen(true);
            Display.create();
            glMatrixMode(GL_PROJECTION);
            glLoadIdentity();
            GLU.gluPerspective(30f, w / h, 0.003f, 1000f);
            glMatrixMode(GL_MODELVIEW);
            glLoadIdentity();
            Mouse.setGrabbed(true);

        }catch (LWJGLException e){
            e.printStackTrace();
        }
    }

    public void gameLoop(){
        while (!Display.isCloseRequested()){
            if (Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)){
                System.exit(0);
                Display.destroy();
            }
            render();
            update();
            glLoadIdentity();
            c.lookThroughCamera();
            Display.update();
            Display.sync(60);
        }

        Display.destroy();

    }

    public void update(){
        c.update();
        c.mouseX = Mouse.getDX();
        c.mouseY = -Mouse.getDY();
        c.addYaw(c.mouseX * c.sensetivity);
        c.addPitch(c.mouseY * c.sensetivity);
    }

    public void render(){
        r.render();
    }
}

glColorPointer的文档中

size: Specifies the number of components per color. Must be 3 or 4

将您的colorSize更改为3并将所需的浮点数添加到颜色缓冲区中应该可以解决您的问题。

colorData.put(new float[]{0f,0f,0f, 1f,0f,0f, 1f,1f,0f, 0f,1f,0f});

暂无
暂无

声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM