这是交易:如果我留下代码glGenBuffers(1, vertexBuffers)
,代码编译并工作。但是,我认为它应该是2
因为它vertexBuffers
是 2 号。
我错过了什么吗?
下面的代码:
-(void)drawRect:(NSRect)dirtyRect
{
// get program ID for shader program
GLuint programID = [self loadShaders];
// get new dimensions
NSSize dim = [self frame].size;
// clear the background with color
glClearColor(0.0, 0.0, 0.0, 0.4);
glDepthRange(0.1, 100.0);
glViewport(0, 0, dim.width, dim.height);
glClear(GL_COLOR_BUFFER_BIT);
// vertex data
GLfloat vertexPositionData[] = {-dim.width/2, -dim.height/2, 0.0, 5.0,
dim.width/2, -dim.height/2, 0.0, 5.0,
0.0, dim.height/2, 0.0, 5.0};
GLfloat vertexColorData[] = {1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.5, 0.0, 0.0, 1.0, 0.5};
GLfloat scaleMatrixData[] = {1/(dim.width/2), 0.0, 0.0, 0.0,
0.0, 1/(dim.height/2), 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0};
GLint scaleMatrixUniform = glGetUniformLocation(programID, "scaleMatrix");
// generate a buffer for our triangle
glGenBuffers(1, vertexBuffers);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexPositionData), vertexPositionData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexColorData), vertexColorData, GL_STATIC_DRAW);
//glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(programID);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[0]);
glEnableVertexAttribArray(VERTEX_POS_INDEX);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[1]);
glEnableVertexAttribArray(VERTEX_COLOR_INDEX);
glVertexAttribPointer(VERTEX_POS_INDEX, VERTEX_POS_SIZE, GL_FLOAT, GL_FALSE, 0, vertexPositionData);
glVertexAttribPointer(VERTEX_COLOR_INDEX, VERTEX_COLOR_SIZE, GL_FLOAT, GL_FALSE, 0, vertexColorData);
glUniformMatrix4fv(scaleMatrixUniform, 1, GL_FALSE, scaleMatrixData);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glUseProgram(0);
// flush buffer
glFlush();
[[self openGLContext] flushBuffer];
}