第三个参数是索引的类型; GL_UNSIGNED_BYTE/INT/SHORT 第四个参数指向索引数组的指针 注意: 绑定VAO时也会自动绑定EBO 不要在解绑VAO之前解绑EBO(GL_ELEMENT_ARRAY_BUFFER),否则它就没有这个EBO配置。 只要解绑VAO在解绑EBO前边即可。 //解绑VAO glBindVertexArray(0); //解绑EBO glBindBuffer(GL_ELEMENT_ARRA...
desc.BufferUsage)) glBindBuffer(target, _id) glMapBufferRange(target, byteOffset, byteCount, access) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glIndexBuffer->GetId()) glGenProgramPipelines(1, &_id) glUseProgramStages(_id, GL_VERTEX_SHADER_BIT, desc.VertexShaderId) glUseProgramStages(_id, GL_...
VBO(Vertex Buffer Object)是指顶点缓冲区对象,而 EBO(Element Buffer Object)是指图元索引缓冲区对...
VBO(Vertex Buffer Object)是指顶点缓冲区对象,而 EBO(Element Buffer Object)是指图元索引缓冲区对...
GL_ELEMENT_ARRAY_BUFFER - 绕过以某种方式改变了(因此给出的参数 glDrawElements 可能会导致访问该对象的内存) GL_ELEMENT_ARRAY_BUFFER的内容已更改,可能引用未初始化/不存在的顶点数据(VBO访问范围) 任何相关的 GL_ARRAY_BUFFER 对象的数据被改变,因此不再包含引用的顶点数据(VBO访问界限) 甚至更多这样的改变。访...
element_size, // count of indices GL_UNSIGNED_SHORT, // type NULL // element array buffer offset ); 结果,左侧的计算机和沙发仍使用砖纹理: 如果我尝试按材料发出提款通知,如下所示: for (const auto& [id, mat]: materials_textures) {
GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to an enabled array or the element array and the buffer object’s data store is currently mapped. Version Support OpenGL Version Function / Feature Name 2.0 2.1 3.0 3.1 3.2 3.3 4.0 4.1 4.2 4.3 4.4 4.5 ...
glBufferSubData(GL_ARRAY_BUFFER,16*256*16*8*3*Float.SIZE, colors);// Put the colors after the vertices glGenBuffers(indexID);// Create an id for the Index Buffer glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexID.get(0));// Bind the Index Buffer so we can put data into it ...
glDeleteShader(fragmentShader); // 定义四个矩形的顶点数据(位置和颜色) floatvertices[]={ // 矩形一 (红色) -0.8f,-0.8f,0.0f,1.0f,0.0f,0.0f, 0.8f,-0.8f,.00,.95,.99,.01, .80,.80,.00,.50,.5,.5, -00.f,.80,.00,..5,.5,.5, ...
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, _iSize, &indices[0], GL_STATIC_DRAW); } int vertexAtribStride = Vertex::SIZE * sizeof(float); void Mesh::draw() { glBindBuffer(GL_ARRAY_BUFFER, VBO); ...