glBindBuffer(GL_ARRAY_BUFFER, BufferName[COLOR_OBJECT]); glUnmapBuffer(GL_ARRAY_BUFFER); glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, BufferName[POSITION_OBJECT]); glUnmapBuffer(GL_ARRAY_BUFFER); glVertexPointer(2, GL_FLOAT, 0, 0); 对VBO的初步学习先到此吧。
DRAW 表示赋给buffer object的数据来自用户程序,buffer object作为绘制函数的数据源 COPY 表示赋给buffer object的数据来自OpenGL,buffer object作为绘制函数的数据源 READ 表示赋给buffer object的数据来自OpenGL,buffer object作为用户程序的数据源 目前只有DRAW有意义。 驱动程序会以usage为参考,根据多种条件决定是把数据...
与其他buffer object一样,VBO归根到底是显卡存储空间里的一块缓存区(Buffer)而已,这个Buffer有它的名字(VBO的ID),OpenGL在GPU的某处记录着这个ID和对应的显存地址(或者地址偏移,类似内存)。用代码看看吧: //生成一个Buffer的ID,不管是什么类型的glGenBuffers(1,&m_nQuadVBO);//绑定ID,同时也指定该ID对应的buffer...
VertexBuffer类 usingOpenTK.Graphics.OpenGL;namespaceOpenGl.Explore.FirstApp{publicclassVertexBuffer:OpenglObject,IBindable{publicVertexBuffer(){GL.GenBuffers(1,out_id);}publicvoidBind(){GL.BindBuffer(BufferTarget.ArrayBuffer,_id);}publicvoidSetData<T>(T[]data,intitemSize,BufferUsageHintusage,paramsint...
void* glMapBufferARB(GLenum target, GLenum access) If OpenGL is able to map the buffer object into client's address space, glMapBufferARB() returns the pointer to the buffer. Otherwise it returns NULL. The first parameter,targetis mentioned earlier at glBindBufferARB() and the second parame...
CSharpGL(38)带初始数据创建Vertex Buffer Object的情形汇总 回到顶部(go to top) 开始 总的来说,OpenGL应用开发者会遇到为如下三种数据创建Vertex Buffer Object的情形: 任意一个struct类型T data; 任意一个元素类型为struct的数组T[] array; 任意一个非托管数组UnmanagedArray<T> array; 而可创建的Vertex Buffer...
首先要清楚关联a buffer object和 a vertex attribute并不发生在glBindBuffer(GL_ARRAY_BUFFER),而是发生在glVertexAttribPointer();当你调用glVertexAttribPointer() ,OpenGL 获取缓冲区绑定到GL_ARRAY_BUFFER 并且关联顶点属性,想象一下GL_ARRAY_BUFFER就像一个全局指针。
首先要清楚关联a buffer object和 a vertex attribute并不发生在glBindBuffer(GL_ARRAY_BUFFER),而是发生在glVertexAttribPointer();当你调用glVertexAttribPointer() ,OpenGL 获取缓冲区绑定到GL_ARRAY_BUFFER 并且关联顶点属性,想象一下GL_ARRAY_BUFFER就像一个全局指针。
Once we have the client-side buffer, we can create a vertex buffer object and upload data from client memory to the GPU with the following commands: // First, generate as many buffers as we need. // This will give us the OpenGL handles for these buffers. ...
Modern OpenGL Usage : Using Vertex Buffer Objects Well 1 Introduction 2 Maximizing Vertex Processing Rates 3 Start with Immediate Modedoi:10.1145/1508044.1508093This whitepaper is a follow-up to an article titled Avoiding 16 Common OpenGL Pitfalls written back in...