I have trouble rendering some geometry by using a vertex buffer object. I intend to draw a plane of points, so basically one vertex at every discrete position in my space. However, I cannot render that plane, as every time I call glDrawElements(...), application crashes returning an access violation exception. There must be some mistake while initialization, I guess.
This is what I have so far:
#define SPACE_X 512
#define SPACE_Z 512
typedef struct{
GLfloat x, y, z; // position
GLfloat nx, ny, nz; // normals
GLfloat r, g, b, a; // colors
} Vertex;
typedef struct{
GLuint i; // index
} Index;
// create vertex buffer
GLuint vertexBufferObject;
glGenBuffers(1, &vertexBufferObject);
// create index buffer
GLuint indexBufferObject;
glGenBuffers(1, &indexBufferObject);
// determine number of vertices / primitives
const int numberOfVertices = SPACE_X * SPACE_Z;
const int numberOfPrimitives = numberOfVertices; // As I'm going to render GL_POINTS, number of primitives is the same as number of vertices
// create vertex array
Vertex* vertexArray = new Vertex[numberOfVertices];
// create index array
Index* indexArray = new Index[numberOfPrimitives];
// create planes (vertex array)
// color of the vertices is red for now
int index = -1;
for(GLfloat x = -SPACE_X / 2; x < SPACE_X / 2; x++) {
for(GLfloat z = -SPACE_Z / 2; z < SPACE_Z / 2; z++) {
index++;
vertexArray[index].x = x;
vertexArray[index].y = 0.0f;
vertexArray[index].z = z;
vertexArray[index].nx = 0.0f;
vertexArray[index].ny = 0.0f;
vertexArray[index].nz = 1.0f;
vertexArray[index].r = 1.0;
vertexArray[index].g = 0.0;
vertexArray[index].b = 0.0;
vertexArray[index].a = 1.0;
}
}
// bind vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
// buffer vertex array
glBufferData(GL_ARRAY_BUFFER, numberOfVertices * sizeof(Vertex), vertexArray, GL_DTREAM_DRAW);
// bind vertex buffer again
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
// enable attrib index 0 (positions)
glEnableVertexAttribArray(0);
// pass positions in
glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), vertexArray);
// enable attribute index 1 (normals)
glEnableVertexAttribArray(1);
// pass normals in
glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertexArray[0].nx);
// enable attribute index 2 (colors)
glEnableVertexAttribArray(2);
// pass colors in
glVertexAttribPointer((GLuint)2, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertexArray[0].r);
// create index array
for(GLunit i = 0; i < numberOfPrimitives; i++) {
indexArray[i].i = i;
}
// bind buffer
glBindBuffer(GL_ELEMENET_ARRAY_BUFFER, indexBufferObject);
// buffer indices
glBufferData(GL_ELEMENET_ARRAY_BUFFER, numberOfPrimitives * sizeof(Index), indexArray, GL_STREAM_DRAW);
// bind buffer again
glBindBuffer(GL_ELEMENET_ARRAY_BUFFER, indexBufferObject);
// AND HERE IT CRASHES!
// draw plane of GL_POINTS
glDrawElements(GL_POINTS, numberOfPrimitives, GL_UNSIGNED_INT, indexArray);
// bind default buffers
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// delete vertex / index buffers
glDeleteBuffers(1, &vertexBufferObject);
glDeleteBuffers(1, &indexBufferObject);
delete[] vertexArray;
vertexArray = NULL;
delete[] indexArray;
indexArray = NULL;
When you are using buffer objects, the last parameters in the gl*Pointer and 4th parameter in glDrawElements are no longer addresses in main memory (yours still are!), but offsets into the buffer objects. Make sure to compute these offsets in bytes! The "offsetof" macro is very helpful there.
Look at the second example on this page and compare it to what you did: http://www.opengl.org/wiki/VBO_-_just_examples
And you have one typo: GL_DTREAM_DRAW.
The method glEnableClientState(...) is deprecated! Sorry, for some reason I had overseen that fact.
来源:https://stackoverflow.com/questions/4342943/opengl-3-x-access-violation-when-using-vertex-buffer-object-and-gldrawelements