我遇到了 VertexBuffer 行的崩溃问题。如果我注释掉这一行,我的程序将遍历这段代码 49 次。该代码来自 Riemer 的 XNA 4.0 教程,并且在该解决方案中工作。我检查了“使用”语句,并没有发现两个项目之间有任何不同。我无法弄清楚为什么 VertexBuffer 会在 IndexBuffer 很好的情况下使程序崩溃。有没有人有任何想法?
public void CopyToTerrainBuffers()
{
for (int x = 0; x < 7; x++)
for (int y = 0; y < 7; y++)
{
if (!gpu_buffer_std[x, y].initialized)
{
VertexBuffer temp = new VertexBuffer( device,
typeof(VertexMultitextured),
tiles_std[x + 1, y + 1].terrainVertices.Length * VertexMultitextured.SizeInBytes,
BufferUsage.WriteOnly);
// size = 3,698,744
gpu_buffer_std[x, y].terrainVertexBuffer = new VertexBuffer(device,
typeof(VertexMultitextured),
tiles_std[x + 1, y + 1].terrainVertices.Length * VertexMultitextured.SizeInBytes,
BufferUsage.WriteOnly);
gpu_buffer_std[x, y].terrainIndexBuffer = new IndexBuffer( device,
typeof(int),
tiles_std[x + 1, y + 1].indices.Length,
BufferUsage.WriteOnly);
gpu_buffer_std[x, y].initialized = true;
}
if (!tiles_std[x + 1, y + 1].toGPU)
{
//gpu_buffer_std[x, y].terrainVertexBuffer.SetData(tiles_std[x + 1, y + 1].terrainVertices);
gpu_buffer_std[x, y].terrainIndexBuffer.SetData(tiles_std[x + 1, y + 1].indices);
gpu_buffer_std[x, y].terrainVertexDeclaration = VertexMultitextured.VertexDeclaration;
tiles_std[x + 1, y + 1].toGPU = true;
}
}
}
'temp' 是为了查看它是否是导致问题的指针。这是整个功能(蛮力方法)。这是正在使用的结构。
public struct VertexMultitextured : IVertexType
{
public Vector3 position;
public Vector3 normal;
public Vector4 textureCoordinate;
public Vector4 texWeights;
public static int SizeInBytes = sizeof(float) * (3 + 3 + 4 + 4);
public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration
(
new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0),
new VertexElement(sizeof(float) * 3, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0),
new VertexElement(sizeof(float) * (3 + 3), VertexElementFormat.Vector4, VertexElementUsage.TextureCoordinate, 0),
new VertexElement(sizeof(float) * (3 + 3 + 4), VertexElementFormat.Vector4, VertexElementUsage.TextureCoordinate, 1)
);
public VertexMultitextured(Vector3 position, Vector3 normal, Vector4 textureCoordinate, Vector4 texWeights)
{
this.position = position;
this.normal = normal;
this.textureCoordinate = textureCoordinate;
this.texWeights = texWeights;
}
public Vector3 Position
{
get { return position; }
set { position = value; }
}
public Vector3 Normal
{
get { return normal; }
set { normal = value; }
}
public Vector4 TextureCoordinate
{
get { return textureCoordinate; }
set { textureCoordinate = value; }
}
public Vector4 TexWeights
{
get { return texWeights; }
set { texWeights = value; }
}
VertexDeclaration IVertexType.VertexDeclaration
{
get { return VertexDeclaration; }
}
}
更新:我已经将有问题的代码放入 Reimers 代码中,并产生了相同的结果。调试器显示以下内容:
System.OutOfMemoryException was unhandled
HResult=-2147024882
Message=Insufficient memory to continue the execution of the program.
Source=Microsoft.Xna.Framework
StackTrace:
at Microsoft.Xna.Framework.Helpers.GetExceptionFromResult(UInt32 result)
at Microsoft.Xna.Framework.Graphics.GraphicsHelpers.GetExceptionFromResult(UInt32 result)
at Microsoft.Xna.Framework.Graphics.VertexBuffer.CreateBuffer(VertexDeclaration vertexDeclaration, UInt32 dwVertexCount, UInt32 usage, _D3DPOOL pool)
at Microsoft.Xna.Framework.Graphics.VertexBuffer..ctor(GraphicsDevice graphicsDevice, Type vertexType, Int32 vertexCount, BufferUsage usage)
at Series3D4.Game1.CopyToTerrainBuffers(VertexMultitextured[] vertices, Int32[] indices) in D:\C#Programs\Series3D4\Series3D4\Series3D4\Game1.cs:line 494
at Series3D4.Game1.LoadVertices() in D:\C#Programs\Series3D4\Series3D4\Series3D4\Game1.cs:line 190
at Series3D4.Game1.LoadContent() in D:\C#Programs\Series3D4\Series3D4\Series3D4\Game1.cs:line 172
at Microsoft.Xna.Framework.Game.Initialize()
at Series3D4.Game1.Initialize() in D:\C#Programs\Series3D4\Series3D4\Series3D4\Game1.cs:line 154
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at Microsoft.Xna.Framework.Game.Run()
at Series3D4.Program.Main(String[] args) in D:\C#Programs\Series3D4\Series3D4\Series3D4\Program.cs:line 13
InnerException:
这是正在使用的类:
public class DisplayTileChunk
{
// Header info for tile control
public bool beenmoved; // x,z been updated after move
public bool isvisible; // render the tile on screen
public bool loaded; // tile loaded/processed in memory
public bool toGPU; // tile data transfered to GPU
// Terrain info
public int[] texture_index = new int[4];
public VertexMultitextured[] terrainVertices = new VertexMultitextured[4225]; // 65 x 65
public int[] indices = new int[24576]; // 64 x 64 x 6
public VertexBuffer terrainVertexBuffer;
public IndexBuffer terrainIndexBuffer;
public VertexDeclaration terrainVertexDeclaration;
public int noVertices; // = terrainVertexBuffer.VertexCount;
public int noTriangles; // = terrainIndexBuffer.IndexCount / 3;
// Water Info
public VertexBuffer waterVertexBuffer;
public VertexDeclaration waterVertexDeclaration;
// Vegetation Info
public VertexBuffer treeVertexBuffer;
public VertexDeclaration treeVertexDeclaration;
}
以及来自 Reimers 代码的修改函数:
private void CopyToTerrainBuffers(VertexMultitextured[] vertices, int[] indices)
{
terrainVertexBuffer = new VertexBuffer(device, typeof(VertexMultitextured), vertices.Length * VertexMultitextured.SizeInBytes, BufferUsage.WriteOnly);
terrainVertexBuffer.SetData(vertices);
terrainIndexBuffer = new IndexBuffer(device, typeof(int), indices.Length, BufferUsage.WriteOnly);
terrainIndexBuffer.SetData(indices);
for (int x = 0; x < 36; x++)
for (int y = 0; y < 36; y++)
{
gpu_buffer_std[x, y] = new DisplayTileChunk();
VertexBuffer test = new VertexBuffer(device, typeof(VertexMultitextured), 4225 * VertexMultitextured.SizeInBytes, BufferUsage.None);
//gpu_buffer_std[x, y].terrainVertexBuffer = new VertexBuffer(device, typeof(VertexMultitextured), gpu_buffer_std[x, y].terrainVertices.Length * VertexMultitextured.SizeInBytes, BufferUsage.WriteOnly);
//gpu_buffer_std[x, y].terrainIndexBuffer = new IndexBuffer(device, typeof(int), gpu_buffer_std[x, y].indices.Length, BufferUsage.WriteOnly);
}
}
以及来自调试器的一些有趣的数字:
vertices.Length = 16384
terrainVertexBuffer.VertexCount = 917504
terrainVertexBuffer._vertexCount = 917504
terrainVertexBuffer._size = 51380224
test.VertexCount = 236600
test._vertexCount = 236600
test._size = 13249600