ios - 顶点数组对象在 OpenGL 4.1 中没有正确绑定(bind)
<p><p>我正在将一些绘图代码从 OpenGLES 2.0 移植到 OpenGL 4.0,并且在绑定(bind)我的顶点数组对象时遇到了问题。当我运行 glValidateProgram 时出现此错误:<code>Validation Failed: No vertex array object bound</code></p>
<p>这是我用于绘图的代码:</p>
<pre><code>void RendererRender(RendererRef* renderer) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(program);
glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight);
glClearColor(0.2, 0.3, 0.4, 0);
glClear(GL_COLOR_BUFFER_BIT);
GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(M_PI/4.0, 1.0f, 0.1f, 10000.0f);
GLKMatrix4 modelViewMatrix = GLKMatrix4MakeLookAt(0,0,-10,
0,0,0,
0,1,0);
glUniformMatrix4fv(modelViewMatrixUniformLocation, 1, GL_FALSE, modelViewMatrix.m);
glUniformMatrix4fv(projectionMatrixUniformLocation, 1, GL_FALSE, projectionMatrix.m);
glGetError();
glBindVertexArray(triangleVAOId);
if(!validateProgram(program)){
NSLog(@"Error validating program");
glGetError();
}
glPointSize(10.0f);
glDrawElements(GL_POINTS, 3, GL_UNSIGNED_SHORT, NULL);
}
</code></pre>
<p>因此,似乎此时 VAO 肯定应该被绑定(bind)。 VAO 是使用以下代码生成的:</p>
<pre><code>typedef struct {
GLfloat position;
} Vertex;
GLuint buildVAO(int vertexCount, Vertex* vertexData, GLushort* indexData, BOOL hasTexture)
{
GLuint vaoId;
GLuint indexId;
//generate the VAO & bind
glGenVertexArrays(1, &vaoId);
glBindVertexArray(vaoId);
GLuint positionBufferId;
//generate the VBO & bind
glGenBuffers(1, &positionBufferId);
glBindBuffer(GL_ARRAY_BUFFER, positionBufferId);
//populate the buffer data
glBufferData(GL_ARRAY_BUFFER,
vertexCount*sizeof(Vertex),
vertexData,
GL_DYNAMIC_DRAW);
//setup the attribute pointer to reference the vertex position attribute
glEnableVertexAttribArray(kVertexPositionAttributeLocation);
glVertexAttribPointer(kVertexPositionAttributeLocation,
kVertexSize,
kPositionVertexTypeEnum,
GL_FALSE,
sizeof(Vertex),
(void*)offsetof(Vertex, position));
}
//create & bind index information
glGenBuffers(1, &indexId);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertexCount*sizeof(GLushort), indexData, GL_DYNAMIC_DRAW);
//restore default state
glBindVertexArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
return vaoId;
}
</code></pre>
<p>我注意到的另一件事是我从 <code>glGenVertexArrays</code> 得到的 VAO id 是一个很大的值,例如 1606408096,在我工作的示例中,它总是类似于 1 或 2 .</p>
<p>这一切都发生在主线程上。</p>
<p>知道可能出了什么问题吗?</p></p>
<br><hr><h1><strong>Best Answer-推荐答案</ strong></h1><br>
<p><p>想通了——原来是因为我使用了错误版本的 <code>glGenVertexArray</code>。</p>
<p>我之前有过这样的声明:</p>
<pre><code>#define glGenVertexArrays glGenVertexArraysAPPLE
</code></pre>
<p>事实证明,这仅在 3.0 之前的 OpenGL 版本上是必需的。 </p></p>
<p style="font-size: 20px;">关于ios - 顶点数组对象在 OpenGL 4.1 中没有正确绑定(bind),我们在Stack Overflow上找到一个类似的问题:
<a href="https://stackoverflow.com/questions/32067530/" rel="noreferrer noopener nofollow" style="color: red;">
https://stackoverflow.com/questions/32067530/
</a>
</p>
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