我实际上正在使用 HMD oculus rift 制作 AR。我不是openGL的专家,我确信这是我问题的根源。
我收到此错误:
THING.exe 中 0x064DBD07 (nvoglv32.dll) 处的未处理异常:0xC0000005:访问冲突读取位置 0x00000000。
它在 quadGeometry_supcam->draw() 绘图期间发生;在 renderCamera(eye) 中;:
glDrawElements(elementType, elements * verticesPerElement,
GL_UNSIGNED_INT, (void*) 0);// Stop at this line in the debuger
这是绘图代码
frameBuffer.activate();
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gl::Stacks::with_push(pr, mv, [&]{
mv.preMultiply(eyeArgs.modelviewOffset);
pr.preMultiply(eyeArgs.projectionOffset);
//renderCamera(eye); //If I uncomment this part, it crash
renderScene(eye);
//renderCamera(eye); //If I uncomment this part, it works but It's not what I want
});
frameBuffer.deactivate();
glDisable(GL_DEPTH_TEST);
viewport(eye);
distortProgram->use();
glActiveTexture(GL_TEXTURE1);
eyeArgs.distortionTexture->bind();
glActiveTexture(GL_TEXTURE0);
frameBuffer.color->bind();
quadGeometry->bindVertexArray();
quadGeometry->draw();
gl::VertexArray::unbind();
gl::Program::clear();
///////////////////////////////////////// ////////////
void renderScene(StereoEye eye) {
GlUtils::renderSkybox(Resource::IMAGES_SKY_CITY_XNEG_PNG);
GlUtils::renderFloorGrid(player);
gl::MatrixStack & mv = gl::Stacks::modelview();
gl::Stacks::with_push(mv, [&]{
mv.translate(glm::vec3(0, eyeHeight, 0)).scale(ipd);
GlUtils::drawColorCube(true); // Before this call renderCamera crash after it works
});
}
void renderCamera(StereoEye eye) {
gl::ProgramPtr program;
program = GlUtils::getProgram(
Resource::SHADERS_TEXTURED_VS,
Resource::SHADERS_TEXTURED_FS);
program->use();
textures[eye]->bind();
quadGeometry_supcam->bindVertexArray();
quadGeometry_supcam->draw();
}
如果我在 GlUtils::drawColorCube(true); 之前调用 renderCamera 它崩溃但在它工作之后。但我需要先画相机。我不会精确 drawColorCube 因为它使用其他着色器。我想问题来自着色器程序缺少的东西。所以这里是片段和顶点着色器。
顶点:
uniform mat4 Projection = mat4(1);
uniform mat4 ModelView = mat4(1);
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord0;
out vec2 vTexCoord;
void main() {
gl_Position = Projection * ModelView * Position;
vTexCoord = TexCoord0;
}
分段:
uniform sampler2D sampler;
in vec2 vTexCoord;
out vec4 vFragColor;
void main() {
vFragColor = texture(sampler, vTexCoord);
}
(我想在相机的图像上绘制场景)。任何的想法?