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我有一个使用 Jeff LaMarche .h 导出脚本导出的搅拌机图像。我试图让它在 OpenGL ES 1.1 中呈现。我认为我没有正确传递我的顶点、法线和纹理坐标。有人可以帮我吗。这就是我所拥有的。

这是带有我的顶点等的 .h 文件。

struct vertexDataTextured
{
    GLKVector3      vertex;
    GLKVector3      normal;
    GLKVector2      texCoord;
};
typedef struct vertexDataTextured vertexDataTextured;
typedef vertexDataTextured* vertexDataTexturedPtr;


static const vertexDataTextured MeshVertexData[] = {
    {/*v:*/{0.351562, 0.828125, -0.242188}, /*n:*/{0.183599, 0.982971, 0.005310}, /*t:*/{0.199397, 0.671493}},
    {/*v:*/{0.445312, 0.781250, -0.156250}, /*n:*/{0.715171, 0.222724, 0.662465}, /*t:*/{0.216226, 0.665719}},
    {/*v:*/{0.476562, 0.773438, -0.242188}, /*n:*/{0.964446, 0.263863, 0.012665}, /*t:*/{0.216737, 0.679097}},
    {/*v:*/{-0.476562, 0.773438, -0.242188}, /*n:*/{-0.964446, 0.263863, 0.012665}, /*t:*/{0.052251, 0.677297}},
    {/*v:*/{-0.445312, 0.781250, -0.156250}, /*n:*/{-0.715171, 0.222724, 0.662465}, /*t:*/{0.053356, 0.663955}},

...

这是我的绘图代码

...

glClearColor(1.0f, 1.0f, 0.0f, 1.0f); 
glClear(GL_COLOR_BUFFER_BIT); 


glMatrixMode(GL_MODELVIEW); 
glLoadIdentity(); 
glTranslatef(0.0f,-0.3f,-0.5f);


glVertexPointer(3, GL_FLOAT, 0, MeshVertexData); 
glEnableClientState(GL_VERTEX_ARRAY); 


glNormalPointer(GL_FLOAT, 0 , MeshVertexData);
glEnableClientState(GL_NORMAL_ARRAY);


glEnable(GL_TEXTURE_2D);                                             
glEnable(GL_BLEND);                                                  

glTexCoordPointer(2, GL_FLOAT,0,MeshVertexData);                      
glEnableClientState(GL_TEXTURE_COORD_ARRAY);                        

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); 
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); 

//glTranslatef(0.0f,-1.0f,-1.5f); 

glDrawArrays(GL_TRIANGLES, 0, sizeof(MeshVertexData)/ sizeof(vertexDataTextured));                               



glDisableClientState(GL_VERTEX_ARRAY); 
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY); 

基本上看起来我的屏幕到处都是三角形。非常感谢您对此 N00B 的任何帮助。谢谢

4

1 回答 1

1

您将步幅设置为 0。它应该是sizeof (vertexDataTextured). 它告诉 OpenGL 一个顶点(或法线,或纹理坐标)和下一个顶点之间有多少字节。

于 2012-02-20T02:59:38.747 回答