大家好,我是 OPENGL 的新手,我想在翻译 3d 对象时更新顶点和索引,我制作了顶点向量和索引向量,这些向量保存了 3d 对象的所有数据,这可能是我使用的代码:
// Create buffers/arrays
glGenVertexArrays(1, &this->VAO);
glGenBuffers(1, &this->VBO);
glGenBuffers(1, &this->EBO);
glBindVertexArray(this->VAO);
// Load data into vertex buffers
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
// A great thing about structs is that their memory layout is sequential for all its items.
// The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/2 array which
// again translates to 3/2 floats which translates to a byte array.
glBufferData(GL_ARRAY_BUFFER,this->vertices.size() * sizeof(vertex), &this->vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, this->indices.size() * sizeof(int), &this->indices[0], GL_STATIC_DRAW);
// Set the vertex attribute pointers
// Vertex Positions
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(vertex), (GLvoid*)0);
// Vertex Normals
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(vertex), (GLvoid*)offsetof(vertex, normal));
// Vertex Texture Coords
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(vertex), (GLvoid*)offsetof(vertex, uv));
glBindVertexArray(0);
我不知道这段代码是否更改了顶点和索引,或者它只是复制这两个向量并渲染我想要的不是复制这个向量并渲染我想直接使用这个向量并改变这个向量是这可能