我们的应用程序在旧的 Nvidia 驱动程序上崩溃..
调试代码在这里
环顾四周,他们说这通常是由于顶点属性设置不正确
这就是我设置 vbo 和 vao 的方式:
/**
* Init Vbo/vao.
*/
float[] vertexData = new float[]{
0, 0,
1, 0,
1, 1};
debugVbo = new int[1];
gl3.glGenBuffers(1, debugVbo, 0);
gl3.glBindBuffer(GL3.GL_ARRAY_BUFFER, debugVbo[0]);
{
FloatBuffer buffer = GLBuffers.newDirectFloatBuffer(vertexData);
gl3.glBufferData(GL3.GL_ARRAY_BUFFER, vertexData.length * Float.BYTES, buffer, GL3.GL_STATIC_DRAW);
}
gl3.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0);
debugVao = new int[1];
gl3.glGenVertexArrays(1, debugVao, 0);
gl3.glBindVertexArray(debugVao[0]);
{
gl3.glBindBuffer(GL3.GL_ARRAY_BUFFER, debugVbo[0]);
{
gl3.glEnableVertexAttribArray(0);
{
gl3.glVertexAttribPointer(0, 2, GL3.GL_FLOAT, false, 0, 0);
}
}
gl3.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0);
}
gl3.glBindVertexArray(0);
}
这就是我渲染的方式:
public static void render(GL3 gl3) {
gl3.glClear(GL3.GL_DEPTH_BUFFER_BIT | GL3.GL_COLOR_BUFFER_BIT);
gl3.glUseProgram(textureProgram);
{
gl3.glBindVertexArray(debugVao[0]);
{
gl3.glActiveTexture(GL3.GL_TEXTURE0);
gl3.glBindTexture(GL3.GL_TEXTURE_2D, texture[0]);
gl3.glBindSampler(0, EC_Samplers.pool[EC_Samplers.Id.clampToEdge_nearest_0maxAn.ordinal()]);
{
gl3.glDrawArrays(GL3.GL_TRIANGLES, 0, 3);
}
gl3.glBindTexture(GL3.GL_TEXTURE_2D, 0);
gl3.glBindSampler(0, 0);
}
gl3.glBindVertexArray(0);
}
gl3.glUseProgram(0);
}
这是我的VS:
#version 330
layout (location = 0) in vec2 position;
uniform mat4 modelToCameraMatrix;
uniform mat4 cameraToClipMatrix;
out vec2 fragmentUV;
void main()
{
gl_Position = cameraToClipMatrix * modelToCameraMatrix * vec4(position, 0, 1);
fragmentUV = position;
}
还有我的FS:
#version 330
in vec2 fragmentUV;
out vec4 outputColor;
uniform sampler2D textureNode;
void main()
{
outputColor = texture(textureNode, fragmentUV);
}
我从 2 天开始阅读并重新阅读相同的代码,我找不到任何错误。我还尝试定义 2*4=8 的步幅,但结果相同..