Я рисую рамку с маятниками, свисающими с нее, маятники имеют текстуру, но рамка не имеет текстур. Когда я показываю оба, я получаю
Но когда я рисую только маятники, они рисуют правильно, и я получаю
Я не знаю, почему это так. Я взорвал маятники, и текстуры, похоже, отображаются на вершины из кадра. Вот отклонение вайо
// Create a vertex array object
glGenVertexArrays( 1, &vao );
glBindVertexArray( vao );
// Create and initialize two buffer objects
glGenBuffers( 2, buffers);
//one buffer for the vertices and colours
glBindBuffer( GL_ARRAY_BUFFER, buffers[0]);
glBufferData( GL_ARRAY_BUFFER, numFPointBytes + numVertexColourBytes,NULL, GL_STATIC_DRAW );
glBufferSubData( GL_ARRAY_BUFFER, 0, numFPointBytes, fPoints );
glBufferSubData( GL_ARRAY_BUFFER, numVertexPositionBytes, numVertexColourBytes, frameVertexColours);
//one buffer for the indices
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof(frameIndices),frameIndices, GL_STATIC_DRAW );
// set up vertex arrays
GLuint fVPosition = glGetAttribLocation( program, "vPosition" );
glEnableVertexAttribArray( fVPosition );
glVertexAttribPointer( fVPosition, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0) );
GLuint fVColor = glGetAttribLocation( program, "vColor" );
glEnableVertexAttribArray( fVColor );
glVertexAttribPointer( fVColor, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(numVertexPositionBytes) );
glBindVertexArray(0);
glGenVertexArrays( 2, &pVao );
glBindVertexArray( pVao );
// Create and initialize two buffer objects
glGenBuffers( 1, pBuffers);
//glBufferSubData( GL_ARRAY_BUFFER, numPVertexPositionBytes, numPVertexColourBytes, pCols);
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, pBuffers[0]);
glEnableVertexAttribArray(0);
glBufferData( GL_ELEMENT_ARRAY_BUFFER,numPVertexPositionBytes+ numPVertexColourBytes+numTexCoordBytes, NULL, GL_STATIC_DRAW );
glBufferSubData( GL_ARRAY_BUFFER, 0, numPVertexPositionBytes, pendulumVertexPos );
glBufferSubData( GL_ARRAY_BUFFER, numPVertexPositionBytes, numPVertexColourBytes, pCols);
glBufferSubData( GL_ARRAY_BUFFER, numPVertexPositionBytes+numPVertexColourBytes, numTexCoordBytes, texCoords);
// set up vertex arrays
GLuint pVPosition = glGetAttribLocation( program, "vPosition" );
glEnableVertexAttribArray( pVPosition );
glVertexAttribPointer( pVPosition, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0) );
GLuint pVColor = glGetAttribLocation( program, "vColor" );
glEnableVertexAttribArray( pVColor );
glVertexAttribPointer( pVColor, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(numPVertexPositionBytes) );
GLuint vTexCoord = glGetAttribLocation( program, "vTexCoord" );
glEnableVertexAttribArray(vTexCoord);
glVertexAttribPointer( vTexCoord, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(numPVertexPositionBytes+numPVertexColourBytes) );
и дисплей
void
display( void )
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
modelViewStack.loadIdentity();
modelViewStack.pushMatrix();
glDisable(GL_TEXTURE_2D);
modelViewStack.lookAt(radius*sin(theta)*cos(phi),
radius*sin(theta)*sin(phi),
radius*cos(theta),
0.0,0.0,0.0,
0.0,1.0,0.0);
modelViewStack.rotatef(rotate,0.0,1.0,0.0);
glUniformMatrix4fv(modelView, 1, GL_FALSE, modelViewStack.getMatrixf());
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, numVertexPositionBytes, frameVertexPositions );
glBufferSubData( GL_ARRAY_BUFFER, numVertexPositionBytes, numVertexColourBytes, frameVertexColours);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
//Indexing into vertices we need to use glDrawElements
glDrawElements(GL_TRIANGLES, NumFIndices, GL_UNSIGNED_BYTE, 0);
modelViewStack.popMatrix();
lineScale = 1.0/8.0;
pendulumScale = 1.0/8.0;
for(int i = 0; i<NumPendulums; i++){
if(!active[i]){
currentTheta[i] = 0.0;
}
modelViewStack.loadIdentity();
modelViewStack.pushMatrix();
glEnable(GL_TEXTURE_2D);
modelViewStack.lookAt(radius*sin(theta)*cos(phi),
radius*sin(theta)*sin(phi),
radius*cos(theta),
0.0,0.0,0.0,
0.0,1.0,0.0);
modelViewStack.scalef(pendulumScale,pendulumScale,pendulumScale);
modelViewStack.rotatef(currentTheta[i],0.0,0.0,1.0);
modelViewStack.rotatef(rotate,0.0,1.0,0.0);
modelViewStack.translatef(dhVals[i][1],dhVals[i][4],0.0);
glUniformMatrix4fv(modelView, 1, GL_FALSE, modelViewStack.getMatrixf());
glBindVertexArray(pVao);
glBindBuffer(GL_ARRAY_BUFFER, pBuffers[0]);
glDrawArrays(GL_TRIANGLES,0,NumPVertices);
glBindVertexArray(0);
glDisable(GL_TEXTURE_2D);
modelViewStack.popMatrix();
modelViewStack.loadIdentity();
modelViewStack.pushMatrix();
modelViewStack.lookAt(radius*sin(theta)*cos(phi),
radius*sin(theta)*sin(phi),
radius*cos(theta),
0.0,0.0,0.0,
0.0,1.0,0.0);
modelViewStack.rotatef(currentTheta[i],0.0,0.0,1.0);
modelViewStack.rotatef(rotate,0.0,1.0,0.0);
modelViewStack.scalef(pendulumScale,lineScale,pendulumScale);
modelViewStack.translatef(dhVals[i][1],0.0,0.0);
glUniformMatrix4fv(modelView, 1, GL_FALSE, modelViewStack.getMatrixf());
glEnableVertexAttribArray(0);
glBindVertexArray(lineVao);
glDrawArrays(GL_LINES,0,NumLVertices);
glBindVertexArray(0);
modelViewStack.popMatrix();
float temp = changeAngle(currentTheta[i], dhVals[i][5], dhVals[i][6], dhVals[i][7], i);
currentTheta[i] = temp;
lineScale+=0.09;
}
projectionStack.loadIdentity();
projectionStack.ortho(-20.0,20.0,-20.0,10.0,-20.0,20.0);
calculateLighting(fPoints,frameVertexColours,NumFSides,6);
calculateLighting(pPoints,pCols,NumPSides,6);
glUniformMatrix4fv(projection, 1, GL_FALSE, projectionStack.getMatrixf());
glutSwapBuffers();
}
Это проблема с сохранением вертекса или это что-то еще?
Я не вижу вызовы glDisableVertexAttribArray
в вашем коде. Это означало бы, что все еще текстурные координаты считываются из буфера texcoord. Также вам придется либо отвязать текстуру, либо, по крайней мере, использовать шейдер, который не читается из текстуры.