从 VAO 移动到 VBO 进行渲染时,我在这里遇到了问题。我正在使用 Android 平台并使用 JNI 的 OpenGL API。这是我的代码段
// Initialize in constructor
GLuint buffer[3];
glGenBuffers(3, buffer);
// In onDrawFrame(), I create draw function.
// My object data will be dynamically updated during runtime so I used GL_DYNAMIC_DRAW.
glBindBuffer(GL_ARRAY_BUFFER, buffer[0]);
glBufferData(GL_ARRAY_BUFFER, genData.cubeNumVerts * 4, genData.vertex, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, buffer[1]);
glBufferData(GL_ARRAY_BUFFER, genData.cubeColorVerts *4, genData.colors, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, buffer[2]);
glBufferData(GL_ARRAY_BUFFER, genData.cubeNormalVerts * 4, genData.normals, GL_DYNAMIC_DRAW);
if(genData.vertex == 0 || genData.normals == 0 || genData.colors == 0) LOG("Error: failed to allocate a memory");
glBindBuffer(GL_ARRAY_BUFFER, buffer[0]);
glEnableVertexAttribArray(vertexHandle);
glVertexAttribPointer(vertexHandle, 3, GL_FLOAT, GL_FALSE, 0,0);
glBindBuffer(GL_ARRAY_BUFFER, buffer[2]);
glEnableVertexAttribArray(normalHandle);
glVertexAttribPointer(normalHandle, 3, GL_FLOAT, GL_FALSE, 0,0);
glBindBuffer(GL_ARRAY_BUFFER, buffer[1]);
glEnableVertexAttribArray(mColorHandle);
glVertexAttribPointer(mColorHandle, 4, GL_FLOAT, GL_FALSE, 0,0);
glDrawArrays(GL_TRIANGLES, 0, genData.cubeNumVerts);
glDeleteBuffers(3, buffer);
通过使用此代码段,我在渲染时遇到了 OutofMemoryError。我无法弄清楚可能导致此错误的原因。如果有人注意到此代码段中使用 VBO 的不当之处,请帮助我。
谢谢