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下午好,

问题是在 Win7(C#,VS2010)上编写的显示 OpenGL 平铺网格的代码在 Mac OS X(C#,MonoDevelop)中显示不同。当前每个图块都是单独渲染的,x/y 偏移量实际上存储在顶点信息中。瓷砖是这样建造的:

private void BuildTile()
{
    Vector3[] vertices = new Vector3[4];
    Vector2[] uvs = new Vector2[] { new Vector2(0, 1), new Vector2(0, 0), new Vector2(1, 1), new Vector2(1, 0) };
    int[] indices = new int[] { 1, 0, 2, 1, 2, 3 };

    // build vertex list based on position
    vertices[0] = new Vector3(Location.X, Location.Y + 1, 0);
    vertices[1] = new Vector3(Location.X, Location.Y, 0);
    vertices[2] = new Vector3(Location.X + 1, Location.Y + 1, 0);
    vertices[3] = new Vector3(Location.X + 1, Location.Y, 0);

    VBO<Vector3> vertex = new VBO<Vector3>(vertices, BufferTarget.ArrayBuffer, BufferUsageHint.StaticRead);
    VBO<Vector2> uv = new VBO<Vector2>(uvs, BufferTarget.ArrayBuffer, BufferUsageHint.StaticRead);
    VBO<int> element = new VBO<int>(indices, BufferTarget.ElementArrayBuffer, BufferUsageHint.StaticRead);

    VAO = new VAO(ShaderProgram, vertex, uv, element);
}

由于 Mac OS X 不支持 OpenGL 3,因此每次绘制调用发生时,VAO 对象都会绑定属性。

    public void BindAttributes()
    {
        if (vertex == null) throw new Exception("Error binding attributes.  No vertices were supplied.");
        if (element == null) throw new Exception("Error binding attributes.  No element array was supplied.");
        uint array = 0;

        Gl.EnableVertexAttribArray(array);
        Gl.BindAttribLocation(Program.ProgramID, array, "in_position");
        Gl.BindBuffer(vertex.BufferTarget, vertex.vboID);
        Gl.VertexAttribPointer(array++, vertex.Size, vertex.PointerType, true, 12, new IntPtr(0));

        Gl.EnableVertexAttribArray(array);
        Gl.BindAttribLocation(Program.ProgramID, array, "in_uv");
        Gl.BindBuffer(uv.BufferTarget, uv.vboID);
        Gl.VertexAttribPointer(array++, uv.Size, uv.PointerType, true, 8, new IntPtr(0));

        Gl.BindBuffer(BufferTarget.ElementArrayBuffer, element.vboID);
    }

着色器非常简单。顶点着色器:

uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;

attribute vec3 in_position;
attribute vec2 in_uv;

varying vec2 uv;

void main(void)
{
  uv = in_uv;

  gl_Position = projection_matrix * modelview_matrix * vec4(in_position, 1);
}

片段着色器:

uniform sampler2D active_texture;

varying vec2 uv;

void main(void)
{
  gl_FragColor = texture2D(active_texture, uv);
}

问题是 Mac OS X 版本覆盖了所有图块。所有 100 个图块将在第一个图块的位置相互堆叠。但是,在 Win7 上,图块将按预期分布在 10x10 网格中。有谁知道为什么会发生这种情况?我查看了顶点数据,它存储了 Mac OS X 和 Win7 上的偏移量,并且 VBO ID 是唯一的,并且正在绑定正确的 VBO。我猜我绑定属性的方法一定有问题,但我看不到问题。OpenGL 2 和 3 如何处理顶点属性之间有什么有趣的区别吗?

谢谢,如果您需要我的代码来帮助我找到问题,请告诉我。

注意:我可以将顶点偏移存储在着色器中(作为统一)并在每个图块中更新它。这行得通!所以,我相信只有第一个 VBO 被绑定,并且只是被渲染了 100 次。

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1 回答 1

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事实证明,链接程序后无法绑定属性位置。但是,无论出于何种原因,我的 Win7 PC(带有 Radeon 驱动程序)决定允许它。以下是您应该如何实际绑定您的属性。

public void BindAttributes()
{
    if (vertex == null) throw new Exception("Error binding attributes.  No vertices were supplied.");
    if (element == null) throw new Exception("Error binding attributes.  No element array was supplied.");

    uint loc = (uint)Gl.GetAttribLocation(Program.ProgramID, "in_position");
    Gl.EnableVertexAttribArray(loc);
    Gl.BindBuffer(vertex.BufferTarget, vertex.vboID);
    Gl.VertexAttribPointer(loc, vertex.Size, vertex.PointerType, true, 12, new IntPtr(0));


    loc = (uint)Gl.GetAttribLocation(Program.ProgramID, "in_uv");
    Gl.EnableVertexAttribArray(loc);
    Gl.BindBuffer(uv.BufferTarget, uv.vboID);
    Gl.VertexAttribPointer(loc, uv.Size, uv.PointerType, true, 8, new IntPtr(0));

    Gl.BindBuffer(BufferTarget.ElementArrayBuffer, element.vboID);
}
于 2011-01-17T00:26:44.183 回答