2012-04-21 172 views
0

我想在OpenGL ES“2.0”中结合2D和3D,即使在openGL es 1.0和2.0上有很多问题,但我很难解决这个问题。因此,对于2D我要脱离本教程:http://www.raywenderlich.com/9743/how-to-create-a-simple-2d-iphone-game-with-opengl-es-2-0-and-glkit-part-1和3D我正在使用现有的多维数据集旋转xcode模板...ios opengl es 2.0 2D + 3D组合

我在第二个glDrawArray上获取EXC_BAD_ACCESS(不知何故,它认为原始缓冲区仍然适用?无论如何,在绘制2D纹理之前解除此绑定?)错误与以下渲染函数。它可以工作,如果我禁用行: glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition,3,GL_FLOAT,GL_FALSE,24,BUFFER_OFFSET(0)); glEnableVertexAttribArray(GLKVertexAttribNormal); glVertexAttribPointer(GLKVertexAttribNormal,3,GL_FLOAT,GL_FALSE,24,BUFFER_OFFSET(12));

发生了什么事?提前致谢。

[代码]

glEnable(GL_DEPTH_TEST); 

// glGenVertexArraysOES(1, &_vertexArrayNum); 
// glBindVertexArrayOES(_vertexArrayNum); 

glGenBuffers(1, &_vertexBufferNum); 
glBindBuffer(GL_ARRAY_BUFFER, _vertexBufferNum); 
glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW); 

glEnableVertexAttribArray(GLKVertexAttribPosition); 
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0)); 
glEnableVertexAttribArray(GLKVertexAttribNormal); 
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12)); 

glBindVertexArrayOES(0); 

float aspect = fabsf(self.view.bounds.size.width/self.view.bounds.size.height); 
GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); 

self.effect.transform.projectionMatrix = projectionMatrix; 

GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f); 
// baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f); 

// Compute the model view matrix for the object rendered with GLKit 
// GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f); 
GLKMatrix4 modelViewMatrix = GLKMatrix4MakeRotation(_rotation, 0, 1, 0); 
//modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); 
modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); 

self.effect.transform.modelviewMatrix = modelViewMatrix; 

glClearColor(0.65f, 0.65f, 0.65f, 1.0f); 
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 

glBindVertexArrayOES(_vertexArrayNum); 

// Render the object with GLKit 
// [self.effect prepareToDraw]; 

// glDrawArrays(GL_TRIANGLES, 0, 36); 

modelViewMatrix = GLKMatrix4MakeScale(2.0f, 2.0f, 2.0f); 
projectionMatrix = GLKMatrix4MakeOrtho(0, 480, 0, 320, -1024, 1048); 
self.effect.transform.projectionMatrix = projectionMatrix; 
self.effect.transform.modelviewMatrix = modelViewMatrix; 

[self.effect prepareToDraw]; 


glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 
glEnable(GL_BLEND); 

[self.player render]; 

[/代码]

UPDATE: 添加glEnableClientState(GL_VERTEX_ARRAY);缠绕在立方体绘图部分......这摆脱了访问错误的不良,但立方体和精灵都没有绘制(除非我注释掉代码部分)...

UPDATE2: 所以问题显然是在我调用glDrawArray来绘制多维数据集(这可以正常工作)之后......我再次调用glDrawArray,如下所示。但不知何故,它仍然试图渲染之前的数组? // 1 self.effect.texture2d0.name = self.textureInfo.name; self.effect.texture2d0.enabled = YES;

// 2  
[self.effect prepareToDraw]; 

// 3 
glEnableVertexAttribArray(GLKVertexAttribPosition); 
glEnableVertexAttribArray(GLKVertexAttribTexCoord0); 

// 4 
long offset = (long)&_quad;   
glVertexAttribPointer(GLKVertexAttribPosition, 2, GL_FLOAT, GL_FALSE, sizeof(TexturedVertex), (void *) (offset + offsetof(TexturedVertex, geometryVertex))); 
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(TexturedVertex), (void *) (offset + offsetof(TexturedVertex, textureVertex))); 

// 5  
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 

回答

0

愚蠢的我。尽快开始工作:

glBindBuffer(GL_ARRAY_BUFFER, 0); 

清除缓冲区。我一直在寻找glUnbind的东西......忘记了openGL的工作内存引用... 2D texutre现在正在应用于立方体,但我相信这是一个简单的解决方法:)....你所有的帮助> :o

纹理问题修复:)