[英]Problems with making 2D terrain in OpenGL
前段時間我問過這個關於如何用opengl頂點制作2D地形的問題 。 我得到了一個很好的答案,但是在嘗試時它沒有畫任何東西,我無法弄清楚什么是錯的,或者如何解決它。
我現在有這個:
public class Terrain extends Actor {
Mesh mesh;
private final int LENGTH = 1500; //length of the whole terrain
public Terrain(int res) {
Random r = new Random();
//res (resolution) is the number of height-points
//minimum is 2, which will result in a box (under each height-point there is another vertex)
if (res < 2)
res = 2;
mesh = new Mesh(VertexDataType.VertexArray, true, 2 * res, 50, new VertexAttribute(Usage.Position, 2, "a_position"));
float x = 0f; //current position to put vertices
float med = 100f; //starting y
float y = med;
float slopeWidth = (float) (LENGTH / ((float) (res - 1))); //horizontal distance between 2 heightpoints
// VERTICES
float[] tempVer = new float[2*2*res]; //hold vertices before setting them to the mesh
int offset = 0; //offset to put it in tempVer
for (int i = 0; i<res; i++) {
tempVer[offset+0] = x; tempVer[offset+1] = 0f; // below height
tempVer[offset+2] = x; tempVer[offset+3] = y; // height
//next position:
x += slopeWidth;
y += (r.nextFloat() - 0.5f) * 50;
offset +=4;
}
mesh.setVertices(tempVer);
// INDICES
short[] tempIn = new short[(res-1)*6];
offset = 0;
for (int i = 0; i<res; i+=2) {
tempIn[offset + 0] = (short) (i); // below height
tempIn[offset + 1] = (short) (i + 2); // below next height
tempIn[offset + 2] = (short) (i + 1); // height
tempIn[offset + 3] = (short) (i + 1); // height
tempIn[offset + 4] = (short) (i + 2); // below next height
tempIn[offset + 5] = (short) (i + 3); // next height
offset+=6;
}
}
@Override
public void draw(SpriteBatch batch, float delta) {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
mesh.render(GL10.GL_TRIANGLES);
}
這是由Libgdx提供的,它也提供了Mesh類,但這並不是真正相關,因為我認為它工作正常。 我的問題在於頂點和索引生成。 我也不知道如何調試它,所以任何人都可以看看它,並幫助我找到為什么沒有渲染?
經過一整天,我已經嘗試了一切來解決它,似乎我忘了實際設置 索引到網格 。
mesh.setIndices(tempIn);
一條缺失的線,幾個小時的痛苦......我是個白痴:)
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