最近几天我开始深入研究 OpenGL ES 2.0,但我仍然得到非常错误的结果。我不太明白的一件事是我应该如何正确设置缓冲区。
我想创建一个这样的形状:一种帐篷,如果你喜欢,没有左右两侧。
3_______________________2
|\ /|
| \_ _ _ _ _ _ _ _ _ _/ |
| /4 5\ |
|/_____________________\|
0 1
所以让我们从我的纹理/索引/顶点数组开始:
这就是我设置的:
#define RECT_TOP_R {1, 1, 0}
#define RECT_TOP_L {-1, 1, 0}
#define RECT_BOTTOM_R {1, -1, 0}
#define RECT_BOTTOM_L {-1, -1, 0}
#define BACK_RIGHT {1, 0, -1.73}
#define BACK_LEFT {-1, 0, -1.73}
const GLKVector3 Vertices[] = {
RECT_BOTTOM_L, //0
RECT_BOTTOM_R, //1
RECT_TOP_R, //2
RECT_TOP_L, //3
BACK_LEFT, //4
BACK_RIGHT //5
};
const GLKVector4 Color[] = {
{1,0,0,1},
{0,1,0,1},
{0,0,1,1},
{0,1,0,1},
{1,0,0,1},
{0,1,0,1},
{0,0,1,1},
{0,1,0,1}
};
const GLubyte Indices[] = {
0,1,3,
2,4,5,
0,1
};
const GLfloat texCoords[] = {
0,0,
1,0,
0,1,
1,1,
1,1,
0,0,
0,0,
1,0
};
在这里,我生成/绑定缓冲区。
glGenBuffers(1, &vertexArray);
glBindBuffer(GL_ARRAY_BUFFER, vertexArray);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition,3,GL_FLOAT,GL_FALSE,sizeof(Vertices),0);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
glGenBuffers(1, &indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Indices), Indices, GL_STATIC_DRAW);
glGenBuffers(1, &colArray);
glEnableVertexAttribArray(GLKVertexAttribColor);
glVertexAttribPointer(GLKVertexAttribColor, 4, GL_FLOAT, GL_FALSE, sizeof(Color), 0);
glBufferData(GL_ARRAY_BUFFER, sizeof(Color), Color, GL_STATIC_DRAW);
glGenBuffers(1, &texArray);
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(texCoords),0);
glBufferData(GL_ARRAY_BUFFER, sizeof(texCoords), texCoords, GL_STATIC_DRAW);
所以我有一个关于缓冲区的问题:
- GL_ARRAY_BUFFER 和 GL_ELEMENT_ARRAY_BUFFER 有什么区别?
这是 gelegate 方法,它在重绘时调用:
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
self.contentScaleFactor = 2.0;
self.opaque = NO;
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
[self.effect prepareToDraw];
glDrawElements(GL_TRIANGLE_STRIP, sizeof(Indices), GL_UNSIGNED_BYTE, 0);
}
因此,代码显然不能相应地工作。请你帮助我好吗 ?我一直在努力让它发挥作用,但我正在失去神经。