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我將此sample(site)移植到jogl但我注意到圖像中有些東西不完美,地面上的某些人造物和形狀不完全平整,您可以看(不關於顏色護理,是不同的),也地板犯規好看:我無法得到一個簡單的索引數組呈現正確
因此,我試圖呈現只有首先發言(如果你想嘗試,很容易的,從100 - > 0開始SQRT_BUILDING_COUNT)在那裏我已經有了第一個問題,它應該是基於兩個三角形的正方形,但我只看到其中的一個。
public float[] position = new float[3];
public byte[] color = new byte[4];
public float[] attrib0 = new float[4];
public float[] attrib1 = new float[4];
public float[] attrib2 = new float[4];
public float[] attrib3 = new float[4];
public float[] attrib4 = new float[4];
public float[] attrib5 = new float[4];
public float[] attrib6 = new float[4];
attrib0-6未使用的那一刻
// Input attributes
layout(location=0) in vec4 iPos;
layout(location=1) in vec4 iColor;
layout(location=2) in PerMeshUniforms* bindlessPerMeshUniformsPtr;
layout(location=3) in vec4 iAttrib3;
layout(location=4) in vec4 iAttrib4;
layout(location=5) in vec4 iAttrib5;
layout(location=6) in vec4 iAttrib6;
layout(location=7) in vec4 iAttrib7;
我聲明IPOS爲VEC3,所以我想它將在VS中填充爲vec4(iPos,1)
gl4.glNamedBufferData(vertexBuffer[0], Vertex.size() * vertices.size(),
GLBuffers.newDirectFloatBuffer(verticesArray), GL4.GL_STATIC_DRAW);
gl4.glNamedBufferData(indexBuffer[0], GLBuffers.SIZEOF_SHORT * indices.size(),
GLBuffers.newDirectShortBuffer(indicesArray), GL4.GL_STATIC_DRAW);
然後我才呈現I call:
gl4.glEnableVertexArrayAttrib(0, 0);
gl4.glEnableVertexArrayAttrib(0, 1);
然後渲染,original code is:
// Set up attribute 0 for the position (3 floats)
glVertexArrayVertexAttribOffsetEXT(0, m_vertexBuffer, 0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), Vertex::PositionOffset);
// Set up attribute 1 for the color (4 unsigned bytes)
glVertexArrayVertexAttribOffsetEXT(0, m_vertexBuffer, 1, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), Vertex::ColorOffset);
// Set up attribute 0 for the position (3 floats)
gl4.glVertexArrayVertexBuffer(0, 0, vertexBuffer[0], Vertex.positionOffset,
Vertex.size());
gl4.glVertexArrayAttribFormat(0, 0, 3, GL4.GL_FLOAT, false, Vertex.size());
// Set up attribute 1 for the color (4 unsigned bytes)
gl4.glVertexArrayVertexBuffer(0, 1, vertexBuffer[0], Vertex.colorOffset,
Vertex.size());
gl4.glVertexArrayAttribFormat(0, 1, 4, GL4.GL_UNSIGNED_BYTE, true, Vertex.size());
// Reset state
gl4.glDisableVertexArrayAttrib(0, 0);
gl4.glDisableVertexArrayAttrib(0, 1);
我承認我從來沒有使用過DSA,我總是用GL3與正常VBO,VAO和IBO,綁定和解除綁定..
剔除處於關閉狀態。
然後出現什麼問題?