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我是OpenGL ES的新手,但對Objective-C和iOS開發頗有經驗。我到目前爲止沒有問題繪製與着色形狀使用頂點緩衝對象,通過定義頂點數組和indicies的對應陣列,用下面的代碼NEWBIE:使用有序頂點數組繪製OpenGL ES形狀
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Verticies), Verticies, GL_STATIC_DRAW);
GLuint indexBuffer;
glGenBuffers(1, &indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Indices), Indices, GL_STATIC_DRAW);
然後繪製到屏幕用下面的代碼:
glDrawElements(GL_TRIANGLES, sizeof(Indices)/sizeof(Indices[0]), GL_UNSIGNED_BYTE, 0);
[_context presentRenderbuffer:GL_RENDERBUFFER];
這對於我可以在代碼中定義自己的基本形狀來說都很好。現在我已經有人生成了從3D圖形程序導出的.h文件,其中包含定義形狀所需的信息,但它們不包含索引數組。相反,索引信息已被嵌入到頂點數組中。頂點數組具有重複的座標,這些座標定義了它們應該繪製的順序。請參閱下面的示例代碼。我現在也有一組法線和一組紋理座標。任何人都可以告訴我(或指向我的教程/指南)我將如何使用(讀取:繪圖)此數據,而不是像以前那樣使用單獨的頂點/索引數組?提前致謝!
#define poleNumVerts 276
static const float poleVerts [] = {
// f 1/1/1 2/2/2 3/3/3
-0.0170377877807436, -0.00478429549256308, 0.5,
-0.0170377877807436, 0.00409214741631937, 0.5,
-0.0176220932500109, -0.00034605799118996, 0.5,
// f 2/2/2 1/1/1 4/4/4
-0.0170377877807436, 0.00409214741631937, 0.5,
-0.0170377877807436, -0.00478429549256308, 0.5,
-0.015324690688248, -0.00892006666692703, 0.5,
// f 2/2/2 4/4/4 5/5/5
-0.0170377877807436, 0.00409214741631937, 0.5,
-0.015324690688248, -0.00892006666692703, 0.5,
-0.015324690688248, 0.00822795297696595, 0.5,
// f 5/5/5 4/4/4 6/6/6
-0.015324690688248, 0.00822795297696595, 0.5,
-0.015324690688248, -0.00892006666692703, 0.5,
-0.012599557156627, 0.0117794232669002, 0.5,
// f 6/6/6 4/4/4 7/7/7
-0.012599557156627, 0.0117794232669002, 0.5,
-0.015324690688248, -0.00892006666692703, 0.5,
-0.012599557156627, -0.0124715369568613, 0.5,
// f 6/6/6 7/7/7 8/8/8
-0.012599557156627, 0.0117794232669002, 0.5,
-0.012599557156627, -0.0124715369568613, 0.5,
-0.0090480845742739, -0.015196688827833, 0.5,
...... <code truncated>... };
static const float poleNormals [] = {
// f 1/1/1 2/2/2 3/3/3
0, 0, 1,
0, 0, 1,
0, 0, 1,
// f 2/2/2 1/1/1 4/4/4
0, 0, 1,
0, 0, 1,
0, 0, 1,
// f 2/2/2 4/4/4 5/5/5
0, 0, 1,
0, 0, 1,
0, 0, 1,
// f 5/5/5 4/4/4 6/6/6
0, 0, 1,
0, 0, 1,
0, 0, 1,
// f 6/6/6 4/4/4 7/7/7
0, 0, 1,
0, 0, 1,
0, 0, 1,
// f 6/6/6 7/7/7 8/8/8
0, 0, 1,
0, 0, 1,
0, 0, 1,
// f 6/6/6 8/8/8 9/9/9
...... <code truncated>...};
static const float poleTexCoords [] = {
// f 1/1/1 2/2/2 3/3/3
0.939514, 0.37333,
0.928115, 0.619208,
0.950000, 0.49702,
// f 2/2/2 1/1/1 4/4/4
0.928115, 0.619208,
0.939514, 0.37333,
0.897372, 0.25657,
// f 2/2/2 4/4/4 5/5/5
0.928115, 0.619208,
0.897372, 0.25657,
0.875352, 0.73157,
// f 5/5/5 4/4/4 6/6/6
0.875352, 0.73157,
0.897372, 0.25657,
0.795305, 0.826446,
// f 6/6/6 4/4/4 7/7/7
0.795305, 0.826446,
0.897372, 0.25657,
0.826446, 0.154695,
// f 6/6/6 7/7/7 8/8/8
0.795305, 0.826446,
0.826446, 0.154695,
0.731570, 0.074647,
// f 6/6/6 8/8/8 9/9/9
0.795305, 0.826446,
0.731570, 0.074647,
0.693430, 0.897371,
..... <code truncated>.... };