I'm trying to draw a terrain with GL_TRIANGLE_STRIP
and glDrawElements
but I'm having a really hard time understanding the indices thing behind glDrawElements
...
Here's what I have so far:
void Terrain::GenerateVertexBufferObjects(float ox, float oy, float oz) {
float startWidth, startLength, *vArray;
int vCount, vIndex = -1;
// width = length = 256
startWidth = (width / 2.0f) - width;
startLength = (length / 2.0f) - length;
vCount = 3 * width * length;
vArray = new float[vCount];
for(int z = 0; z < length; z++) {
// vIndex == vIndex + width * 3 || width * 3 = 256 * 3 = 768
for(int x = 0; x < width; x++) {
vArray[++vIndex] = ox + startWidth + (x * stepWidth);
vArray[++vIndex] = oy + heights[z][x];
vArray[++vIndex] = oz + startLength + (z * stepLength);
}
}
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vCount, vArray, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void Terrain::DrawVBO(unsigned int texID, float ox, float oy, float oz) {
float terrainLight[] = { 1.0f, 1.0f, 1.0f, 1.0f };
if(!generatedVBOs) {
GenerateVertexBufferObjects(ox, oy, oz);
generatedVBOs = true;
}
unsigned int indices[] = { 0, 768, 3, 771 };
glGenBuffers(1, &indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * 4, indices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexPointer(3, GL_FLOAT, 0, 0);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, terrainLight);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, 0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
I believe my vArray
is correct, I use the same values when drawing with glBegin(GL_TRIANGLE_STRIP)/glEnd
which works just fine.
My guess was to use just the index of the x
coordinate for each vertex. But I have no idea if that's the right way to use indices with glDrawElements
.
- 0: Index of the x coordinate from the first vertex of the triangle. Location: (-128, -128).
- 768: Index of the x coordinate from the second vertex of the triangle. Location: (-128, -127)
- 3: Index of the x coordinate from the third vertex of the triangle. Location: (-127, -128)
- 771: Index of the x coordinate from the fourth vertex, which will draw a second triangle. Location: (-127, -127).
I think everything is making sense so far?
What's not working is that the location values above (which I doubled checked on vArray
and they are correct) are not the same which glDrawElements
is using. Two triangles are drawn but they are a lot bigger than what they should be. It starts correctly at (-128, -128) but it goes to something like (-125, -125) instead of (-127, -127).
I can't understand what I'm doing wrong here...
Using something like the following solves my problem:
unsigned int indices[] = { 0, 256, 1, 257 };
I think it's safe to assume that the index is the x coordinate and that OpenGL is expecting that to be followed by y and z but we shouldn't increase by 3 ourselves, the server does it for us.
And now that I think about it, glDrawElements
has the word element on it, which in this case is a vertex with 3 coordinates as specified in glVertexPointer
and we need to pass the indices to the element, not the vertex.
I feel so dumb now...
来源:https://stackoverflow.com/questions/5773803/hard-time-understanding-indices-with-gldrawelements