[英]LWJGL Flickering Output When Attempting to Draw Triangle
我一直在嘗試使用LWJGL進入OpenGL,但遇到了無法找到解決方案的問題。 當嘗試使用下面的代碼繪制三角形時,窗口會正確打開,並開始閃爍不一定是預期三角形的形狀(有時會短暫顯示,但窗口的一個象限中經常有矩形)。
我猶豫的部分原因是,通過我在線閱讀各種文章和文檔,OpenGL如何在最近的內存中發生變化,從而在GL4中使用功能較少,更多面向對象的方法(VBO和GLSL?)。 我的理解是否正確?學習此用於LWJGL的新OpenGL的首選資源是什么?
先感謝您!
import org.lwjgl.BufferUtils;
import org.lwjgl.glfw.*;
import org.lwjgl.opengl.*;
import org.lwjgl.system.*;
import java.nio.*;
import static org.lwjgl.glfw.Callbacks.*;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;
public class Main {
private long windowID;
private float[] tri = {0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f};
public static void main(String[] args) {
new Main().run();
}
public void run() { // Useful for making an instance class as opposed to a static main class?
init();
loop();
glfwFreeCallbacks(windowID);
glfwDestroyWindow(windowID);
glfwTerminate();
glfwSetErrorCallback(null).free();
}
public void init() { // Initializes all LWJGL components
GLFWErrorCallback.createPrint(System.err).set(); // Create error callback route for GL
if (!glfwInit()) { // Init GLFW
throw new IllegalStateException("Failed to initialize GLFW!");
} else {
System.out.println("GLFW successfully initialized!");
}
windowID = glfwCreateWindow(640, 480, "Creating Window", NULL, NULL);
if (windowID == NULL) { // Verify window creation
throw new IllegalStateException("Failed to create window!");
} else {
System.out.println("Successfully created window!");
}
glfwDefaultWindowHints(); // Set window Proporties
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
glfwSetKeyCallback(windowID, (window, key, scancode, action, mods) -> { // Key callback for closing the window
if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE)
glfwSetWindowShouldClose(window, true);
});
try (MemoryStack stack = stackPush()) { // Center the window
IntBuffer pWidth = stack.mallocInt(1);
IntBuffer pHeight = stack.mallocInt(1);
glfwGetWindowSize(windowID, pWidth, pHeight);
GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
glfwSetWindowPos( // Center the window
windowID,
(vidmode.width() - pWidth.get(0)) / 2,
(vidmode.height() - pHeight.get(0)) / 2
);
}
glfwMakeContextCurrent(windowID); // Make the window current
glfwSwapInterval(0); // Sets the min num of pushed frames before buffers are swaped (Likely prevents horizontal tearing)
glfwShowWindow(windowID); // Unhides the window
}
private void loop() {
GL.createCapabilities();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // The color to clear the buffers with
while(!glfwWindowShouldClose(windowID)) { // If the window is allowed to live
glClear(GL_COLOR_BUFFER_BIT); // The OR is nessesary for some reason
FloatBuffer vBuff = BufferUtils.createFloatBuffer(6);
vBuff.put(tri);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vBuff);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableClientState(GL_VERTEX_ARRAY);
glfwSwapBuffers(windowID);
glfwPollEvents();
}
}
}
vBuff.flip()
和填充緩沖區后,您錯過了vBuff.flip()
。
vBuff.put(tri)
將數據從當前位置(在此情況下為緩沖區的開始)開始傳輸到緩沖區。 緩沖區位置增加數據大小。 因此,新的緩沖區位置在新數據的末尾。
flip()
將緩沖區的限制(長度)設置為當前位置,然后將該位置設置為零。
此外,不必在循環中連續創建和填充緩沖區,只需在循環前執行一次就足夠了:
FloatBuffer vBuff = BufferUtils.createFloatBuffer(6);
vBuff.put(tri);
vBuff.flip();
while(!glfwWindowShouldClose(windowID)) {
glClear(GL_COLOR_BUFFER_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vBuff);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableClientState(GL_VERTEX_ARRAY);
glfwSwapBuffers(windowID);
glfwPollEvents();
}
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