我最近決定重新使用基於LWJGL wiki上的教程編寫的使用索引VBO編寫的一些LWJGL渲染代碼。在我的臺式電腦上,一切都按預期工作,但是當我切換到我的學校筆記本電腦時,它拒絕呈現任何東西。LWJGL - VBO在一個系統上渲染但不是其他
我有以下呈現的代碼:
GL20.glUseProgram(PID); System.out.println(「NO Error?」+(GL11.glGetError()== GL11.GL_NO_ERROR));
// Bind to the VAO that has all the information about the vertices and colors
GL30.glBindVertexArray(vaoId);
GL20.glEnableVertexAttribArray(0);
GL20.glEnableVertexAttribArray(1);
System.out.println("NO Error? " + (GL11.glGetError() == GL11.GL_NO_ERROR));
// Bind to the index VBO that has all the information about the order of the vertices
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId);
// Draw the vertices
GL11.glDrawElements(GL11.GL_TRIANGLES, indicesCount, GL11.GL_UNSIGNED_INT, 0);
System.out.println("NO Error? " + (GL11.glGetError() == GL11.GL_NO_ERROR));
// Put everything back to default (deselect)
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
GL20.glDisableVertexAttribArray(0);
GL20.glDisableVertexAttribArray(1);
GL30.glBindVertexArray(0);
GL20.glUseProgram(0);
System.out.println("NO Error? " + (GL11.glGetError() == GL11.GL_NO_ERROR));
這裏是我的頂點/片段着色
#version 130
uniform mat4 MVP;
in vec4 in_Position;
in vec4 in_Color;
out vec4 pass_Color;
void main(void) {
gl_Position = MVP * in_Position;
pass_Color = in_Color;
}
#version 130
in vec4 pass_Color;
out vec4 out_Color;
void main(void) {
out_Color = pass_Color;
}
,這是我的VBO初始化函數
public void initialize(float[] vertices, float[] colors, int[] indices) {
shaderSetup();
//create the buffers to hold vertex color and index data
FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length);
verticesBuffer.put(vertices);
verticesBuffer.flip();
System.out.println("NO Error? " + (GL11.glGetError() == GL11.GL_NO_ERROR));
FloatBuffer colorsBuffer = BufferUtils.createFloatBuffer(colors.length);
colorsBuffer.put(colors);
colorsBuffer.flip();
// OpenGL expects vertices in counter clockwise order by default
indicesCount = indices.length;
IntBuffer indicesBuffer = BufferUtils.createIntBuffer(indicesCount);
indicesBuffer.put(indices);
indicesBuffer.flip();
System.out.println("NO Error? " + (GL11.glGetError() == GL11.GL_NO_ERROR));
// Create a new Vertex Array Object in memory and select it (bind)
vaoId = GL30.glGenVertexArrays();
GL30.glBindVertexArray(vaoId);
System.out.println("NO Error? " + (GL11.glGetError() == GL11.GL_NO_ERROR));
// Create a new Vertex Buffer Object in memory and select it (bind) - VERTICES
vboId = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer, GL15.GL_STATIC_DRAW);
GL20.glVertexAttribPointer(0, 4, GL11.GL_FLOAT, false, 0, 0);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
System.out.println("NO Error? " + (GL11.glGetError() == GL11.GL_NO_ERROR));
// Create a new Vertex Buffer Object in memory and select it (bind) - COLORS
vbocId = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbocId);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, colorsBuffer, GL15.GL_STATIC_DRAW);
GL20.glVertexAttribPointer(1, 4, GL11.GL_FLOAT, false, 0, 0);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
System.out.println("NO Error? " + (GL11.glGetError() == GL11.GL_NO_ERROR));
// Deselect (bind to 0) the VAO
GL30.glBindVertexArray(0);
// Create a new VBO for the indices and select it (bind) - INDICES
System.out.println("NO Error? " + (GL11.glGetError() == GL11.GL_NO_ERROR));
vboiId = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId);
GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
System.out.println("NO Error? " + (GL11.glGetError() == GL11.GL_NO_ERROR));
}
着色器設置代碼:
int errorCheckValue = GL11.glGetError();
// Load the vertex shader
vsId = this.loadShader("Shaders/vertex.glsl", GL20.GL_VERTEX_SHADER);
// Load the fragment shader
fsId = this.loadShader("Shaders/fragment.glsl", GL20.GL_FRAGMENT_SHADER);
// Create a new shader program that links both shaders
pId = GL20.glCreateProgram();
GL20.glAttachShader(pId, vsId);
GL20.glAttachShader(pId, fsId);
GL20.glLinkProgram(pId);
// Position information will be attribute 0
GL20.glBindAttribLocation(pId, 0, "in_Position");
// Color information will be attribute 1
GL20.glBindAttribLocation(pId, 1, "in_Color");
GL20.glValidateProgram(pId);
errorCheckValue = GL11.glGetError();
if (errorCheckValue != GL11.GL_NO_ERROR) {
System.out.println("ERROR - Could not create the shaders");
System.exit(-1);
}
我的臺式機在(它呈現每一個hing如期)運行nVidia GTX 460圖形卡,而我的學校筆記本電腦(不提供任何內容)有一個AMD Firepro m4000圖形卡。我最好的猜測是VBO的某些部分渲染/創建/着色器代碼與我的m4000卡不兼容,但我無法使用glGetError()發現任何錯誤。
在eclipse中對我女朋友的筆記本電腦運行程序也不會渲染任何東西。她的筆記本電腦和我的硬件一樣。 – Loginaut
驅動程序版本如何?這也可以有所作爲。你確定沒有OpenGL錯誤嗎?你在哪裏調用glGetError(),你做了多少次?我建議你用幾個'glGetErrors()'來填充你的代碼,只是爲了確保沒有任何代碼... – Dan
你有沒有顯示的代碼確保'in_Position'被綁定到位置0和'in_Color'到位置1? –