正如标题所说,我的问题是当我渲染一个“对象”,特别是地形,并在水网之后,它进展顺利,但如果我简单地在渲染后渲染地形,它与此错误崩溃:OpenGL - 重新排序渲染方法后崩溃
解决 - 文本的底部。
Unhandled exception at 0x55C3B970 (atioglxx.dll) in Pan3Da Engine.exe: 0xC0000005: Access violation reading location 0x00000000.
void PNDHEIGHTMAP::p_renderwater()
{
waterShader->bindShader();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,waterReflection.fbo_texture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D,waterRefraction.fbo_texture);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_2D,waterGlobalReflection.fbo_texture);
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_2D,waterDepthBufferID);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D,water_normal_map1);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D,water_normal_map2);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D,water_dudv_map);
waterShader->sendUniform("water_level",waterlevel);
waterShader->sendUniform("reflection_texture",0);
waterShader->sendUniform("reflection_global_texture",5);
waterShader->sendUniform("water_depth_texture",6);
waterShader->sendUniform("refraction_texture",1);
waterShader->sendUniform("bump_map_1",2);
waterShader->sendUniform("bump_map_2",3);
waterShader->sendUniform("dudv_map",4);
glEnableVertexAttribArray(0);
glBindVertexArray(waterVertArrayBuffer);
for(unsigned long indRow=0;indRow<pndwater.indexRows;indRow++)
{glDrawElements(GL_TRIANGLES,pndwater.indexRange,GL_UNSIGNED_INT,(void*)(sizeof(unsigned long)*pndwater.indexRange*indRow));} <--------crash
};
这是我的水呈现代码,地形是相同的,但用2个VertexAttribArrays:(0)和(1),和较少的纹理。该程序在最后一行崩溃。
glEnable(GL_POLYGON_OFFSET_EXT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glPolygonOffset(0.5f,0.5f);
glDisable(GL_CULL_FACE);
waterShader->bindShader();
waterShader->sendUniform("light_position",pndskybox.light_position.x,pndskybox.light_position.y,pndskybox.light_position.z);
waterShader->sendUniform("camera_position",camera.cameraPosition.x,camera.cameraPosition.y,camera.cameraPosition.z);
waterShader->sendUniform("d_time",timer);
pndheightmap.p_renderwater();
glEnable(GL_CULL_FACE);
glPolygonOffset(0,0);
glDisable(GL_BLEND);
glDisable(GL_POLYGON_OFFSET_EXT);
我不想发布所有的代码cuz其相当长。我用fbo-s渲染水纹理。然后绑定水着色器并使用发布的方法渲染水。
与我的地形一样:
terrainShader->bindShader();
terrainShader>sendUniform("light_position",pndskybox.light_position.x,pndskybox.light_position.y,pndskybox.light_position.z);
pndheightmap.p_rendermap_h();
我的主要绘制方法是这样的:
void PNDRENDER::render()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
maprenderer.p_renderskybox();
maprenderer.p_renderHeightMap();
maprenderer.p_renderWater();
}
但如果我改变他们:
....
maprenderer.p_renderWater();
maprenderer.p_renderHeightMap();
....
然后崩溃。我真的不知道什么可能会导致这个问题,但它很烦人。 在此先感谢!
P.S .:我可以发布更多的代码,如果你需要它。