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从VBO/VAO的正常绘图切换到VBO/VAO的实例化阵列后,我有麻烦从我的OpenGL应用程序获取正确的输出。输出应该是一堆球体,但它是疯狂定位的顶点形成奇怪的三角形。我已经检查了调试器控制台中的顶点位置,但似乎没有任何可疑的东西。他们都在从-10到10的范围内,而在现场他们可能会+/- 30。OpenGL实例化阵列奇怪的顶点位置
以下是我的代码的重要部分。请告诉我,如果我没有看到什么。我将不胜感激!
char const *attribInSphereModelMatrix = "inSphereModelMatrix";
std::vector<glm::mat4> dNodesModelMatrices;
...
attributes[ATTRIB_SPHERE_MODEL_COLUMN0] = shader->getAttribLocation(attribInSphereModelMatrix);
attributes[ATTRIB_SPHERE_MODEL_COLUMN1] = attributes[ATTRIB_SPHERE_MODEL_COLUMN0] + 1;
attributes[ATTRIB_SPHERE_MODEL_COLUMN2] = attributes[ATTRIB_SPHERE_MODEL_COLUMN0] + 2;
attributes[ATTRIB_SPHERE_MODEL_COLUMN3] = attributes[ATTRIB_SPHERE_MODEL_COLUMN0] + 3;
...
// Create the vertex array object
glGenVertexArrays(1, &sphereVertexArray);
glBindVertexArray(sphereVertexArray);
// Create the buffer object to hold the sphere view matrix
glGenBuffers(1, &sphereModelMatrixBuffer);
glBindBuffer(GL_ARRAY_BUFFER, sphereModelMatrixBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * dNodes.size(), &dNodesModelMatrices[0], GL_STATIC_DRAW);
// All matrix data is in one VBO, set the appropriate offsets
glEnableVertexAttribArray(attributes[ATTRIB_SPHERE_MODEL_COLUMN0]);
glVertexAttribPointer(attributes[ATTRIB_SPHERE_MODEL_COLUMN0], 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), NULL);
glVertexAttribDivisorARB(attributes[ATTRIB_SPHERE_MODEL_COLUMN0], 1);
glEnableVertexAttribArray(attributes[ATTRIB_SPHERE_MODEL_COLUMN1]);
glVertexAttribPointer(attributes[ATTRIB_SPHERE_MODEL_COLUMN1], 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (const GLvoid *)(sizeof(glm::vec4)));
glVertexAttribDivisorARB(attributes[ATTRIB_SPHERE_MODEL_COLUMN1], 1);
glEnableVertexAttribArray(attributes[ATTRIB_SPHERE_MODEL_COLUMN2]);
glVertexAttribPointer(attributes[ATTRIB_SPHERE_MODEL_COLUMN2], 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (const GLvoid *)(2 * sizeof(glm::vec4)));
glVertexAttribDivisorARB(attributes[ATTRIB_SPHERE_MODEL_COLUMN2], 1);
glEnableVertexAttribArray(attributes[ATTRIB_SPHERE_MODEL_COLUMN3]);
glVertexAttribPointer(attributes[ATTRIB_SPHERE_MODEL_COLUMN3], 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (const GLvoid *)(3 * sizeof(glm::vec4)));
glVertexAttribDivisorARB(attributes[ATTRIB_SPHERE_MODEL_COLUMN3], 1);
一旦我准备好了设置,我就去绘图了。
glEnableVertexAttribArray(attributes[ATTRIB_SPHERE_MODEL_COLUMN0]);
glEnableVertexAttribArray(attributes[ATTRIB_SPHERE_MODEL_COLUMN1]);
glEnableVertexAttribArray(attributes[ATTRIB_SPHERE_MODEL_COLUMN2]);
glEnableVertexAttribArray(attributes[ATTRIB_SPHERE_MODEL_COLUMN3]);
...
glDrawElementsInstanced(GL_TRIANGLES, numSphereTris, GL_UNSIGNED_INT, NULL, (int)dNodes.size());
这里是顶点着色器的重要组成部分:
in mat4 inSphereModelMatrix;
...
void main()
{
vec4 v = vec4(inPosition, 1.0);
mat4 modelViewMatrix = viewMatrix * inSphereModelMatrix;
...
gl_Position = projectionMatrix * modelViewMatrix * v;
}
结果看起来是这样的:
请帮我弄好了。过去3天我一直在为此而苦苦挣扎。谢谢你们!
编辑:我一直在想,如果它与列/行主要顺序有关,
这工作,但绝对不是最有效的方法。你确定混合和匹配ARB实例渲染扩展与核心不是责备? 'glVertexAttribDivisor(...)'是适合与'glDrawElementsInstanced(...)'匹配的调用。 –
就效率而言,我在2013版红皮书中看到,两种方法在速度上都是相同的。我仍然不确定第一个结果的确切原因是什么。这可能是你的建议。而在性能方面,你还会建议如何加速这个过程?谢谢! –