2012-08-06 85 views
0

我是OpenGL ES的新手,但对Objective-C和iOS开发颇有经验。我到目前为止没有问题绘制与着色形状使用顶点缓冲对象,通过定义顶点数组和indicies的对应阵列,用下面的代码NEWBIE:使用有序顶点数组绘制OpenGL ES形状

GLuint vertexBuffer; 
glGenBuffers(1, &vertexBuffer); 
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); 
glBufferData(GL_ARRAY_BUFFER, sizeof(Verticies), Verticies, GL_STATIC_DRAW); 

GLuint indexBuffer; 
glGenBuffers(1, &indexBuffer); 
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer); 
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Indices), Indices, GL_STATIC_DRAW); 

然后绘制到屏幕用下面的代码:

glDrawElements(GL_TRIANGLES, sizeof(Indices)/sizeof(Indices[0]), GL_UNSIGNED_BYTE, 0); 
[_context presentRenderbuffer:GL_RENDERBUFFER]; 

这对于我可以在代码中定义自己的基本形状来说都很好。现在我已经有人生成了从3D图形程序导出的.h文件,其中包含定义形状所需的信息,但它们不包含索引数组。相反,索引信息已被嵌入到顶点数组中。顶点数组具有重复的坐标,这些坐标定义了它们应该绘制的顺序。请参阅下面的示例代码。我现在也有一组法线和一组纹理坐标。任何人都可以告诉我(或指向我的教程/指南)我将如何使用(读取:绘图)此数据,而不是像以前那样使用单独的顶点/索引数组?提前致谢!

#define poleNumVerts 276 

static const float poleVerts [] = { 
    // f 1/1/1 2/2/2 3/3/3 
    -0.0170377877807436, -0.00478429549256308, 0.5, 
    -0.0170377877807436, 0.00409214741631937, 0.5, 
    -0.0176220932500109, -0.00034605799118996, 0.5, 
    // f 2/2/2 1/1/1 4/4/4 
    -0.0170377877807436, 0.00409214741631937, 0.5, 
    -0.0170377877807436, -0.00478429549256308, 0.5, 
    -0.015324690688248, -0.00892006666692703, 0.5, 
    // f 2/2/2 4/4/4 5/5/5 
    -0.0170377877807436, 0.00409214741631937, 0.5, 
    -0.015324690688248, -0.00892006666692703, 0.5, 
    -0.015324690688248, 0.00822795297696595, 0.5, 
    // f 5/5/5 4/4/4 6/6/6 
    -0.015324690688248, 0.00822795297696595, 0.5, 
    -0.015324690688248, -0.00892006666692703, 0.5, 
    -0.012599557156627, 0.0117794232669002, 0.5, 
    // f 6/6/6 4/4/4 7/7/7 
    -0.012599557156627, 0.0117794232669002, 0.5, 
    -0.015324690688248, -0.00892006666692703, 0.5, 
    -0.012599557156627, -0.0124715369568613, 0.5, 
    // f 6/6/6 7/7/7 8/8/8 
    -0.012599557156627, 0.0117794232669002, 0.5, 
    -0.012599557156627, -0.0124715369568613, 0.5, 
    -0.0090480845742739, -0.015196688827833, 0.5, 

    ...... <code truncated>... }; 


static const float poleNormals [] = { 
    // f 1/1/1 2/2/2 3/3/3 
    0, 0, 1, 
    0, 0, 1, 
    0, 0, 1, 
    // f 2/2/2 1/1/1 4/4/4 
    0, 0, 1, 
    0, 0, 1, 
    0, 0, 1, 
    // f 2/2/2 4/4/4 5/5/5 
    0, 0, 1, 
    0, 0, 1, 
    0, 0, 1, 
    // f 5/5/5 4/4/4 6/6/6 
    0, 0, 1, 
    0, 0, 1, 
    0, 0, 1, 
    // f 6/6/6 4/4/4 7/7/7 
    0, 0, 1, 
    0, 0, 1, 
    0, 0, 1, 
    // f 6/6/6 7/7/7 8/8/8 
    0, 0, 1, 
    0, 0, 1, 
    0, 0, 1, 
    // f 6/6/6 8/8/8 9/9/9 

    ...... <code truncated>...}; 

static const float poleTexCoords [] = { 
    // f 1/1/1 2/2/2 3/3/3 
    0.939514, 0.37333, 
    0.928115, 0.619208, 
    0.950000, 0.49702, 
    // f 2/2/2 1/1/1 4/4/4 
    0.928115, 0.619208, 
    0.939514, 0.37333, 
    0.897372, 0.25657, 
    // f 2/2/2 4/4/4 5/5/5 
    0.928115, 0.619208, 
    0.897372, 0.25657, 
    0.875352, 0.73157, 
    // f 5/5/5 4/4/4 6/6/6 
    0.875352, 0.73157, 
    0.897372, 0.25657, 
    0.795305, 0.826446, 
    // f 6/6/6 4/4/4 7/7/7 
    0.795305, 0.826446, 
    0.897372, 0.25657, 
    0.826446, 0.154695, 
    // f 6/6/6 7/7/7 8/8/8 
    0.795305, 0.826446, 
    0.826446, 0.154695, 
    0.731570, 0.074647, 
    // f 6/6/6 8/8/8 9/9/9 
    0.795305, 0.826446, 
    0.731570, 0.074647, 
    0.693430, 0.897371, 

    ..... <code truncated>.... }; 

回答

2

如果您没有索引列表,您可能需要按顺序绘制所有顶点。你可以用glDrawArrays而不是glDrawElements来做到这一点。它们是相同的,但前者不使用索引数组(这相当于将{0, 1, 2, 3, ...}的索引数组传递给glDrawElements)。