Incorrect VBO for mesh: some triangles are connected and shouldn't [2D]
问题 I'm generating my VBO with this code int SCREEN_WIDTH = 800; int SCREEN_HEIGHT = 480; int PIXEL_PER_VERTEX = 4; int CAVERN_TEXTURE_WIDTH = 1024; int CAVERN_TEXTURE_HEIGHT = 512; final int vertexCount = ((SCREEN_WIDTH / PIXEL_PER_VERTEX) +1 ) * 2; final float[] bufferDataLowerCave = new float[vertexCount * CavernBoundMesh.VERTEX_SIZE]; for(int i=0; i < vertexCount; i += 2) { bufferDataLowerCave[i * CavernBoundMesh.VERTEX_SIZE + CavernBoundMesh.VERTEX_INDEX_X] = PIXEL_PER_VERTEX * i / 2.f;