问题
I'm creating two different vertex buffers, that use two different shaders to render them. As soon as I bind the second vertex buffer, the data I parked in the first vertex buffer seems to be corrupted or lost.
If I generate and draw one vertex buffer only, like so:
glGenBuffers( 1, &vb1 ) ;
glBindBuffer( GL_ARRAY_BUFFER, vb1 ) ;
// fill it..
glBufferData( .. )
Then, in the draw() loop,
glUseProgram( shader1 ) ;
glBindBuffer( vb1 ) ; // make sure it is bound
glDrawArrays( ... ) // draw it
Then it works fine, no problems, no errors (I am glGettingLastError() after every gl* call, so it seems this code is perfectly fine)
Now if I so much as generate and bind a second vertex buffer, any time after the first one was generated and bound,
// ran in init() -- then previously working code in draw() is broken
glGenBuffers( 1, &vb2 ) ; // ok.. no problems with this line
glBindBuffer( GL_ARRAY_BUFFER, vb2 ) ; // spoils data in vb1?
As soon as I call glBindBuffer
with this newly generated vb2
buffer, it seems the data in vb1
is completely dumped or lost. On attempts to draw vb1
(not vb2
!), i get this crash:
I even filled the array with GL_STATIC_DRAW
.
I don't understand, I thought these vertex buffers were supposed to retain data, even if another vertex buffer is created and initialized? .. what am I doing wrong?
回答1:
I found the answer to this question to be very subtle and difficult to find.
I thought I didn't need the vertex array declarations that the standard example uses, and you can see I left them out in the question. But it turns out using vertex array objects is vital to correctly binding indices.
So for example,
// Make vertex array OBJECT, _this does not store any data!_
// A "vertex array object" is a bit like a display list in
// that it will just remember and repeat the function calls you make,
// with the values you make them with.
glGenVertexArraysOES( 1, &va ) ; // make vertex array OBJECT. NOT used
// to store data..
// Bind the vertex array
glBindVertexArrayOES( va ) ; // "start recording the calls I make.."
// Make a buffer for the vertex array (place to store the data)
glGenBuffers( 1, &vb ) ; // make the vertex BUFFER (used to
// store the actual data)
// Make the vertex array buffer active
glBindBuffer( GL_ARRAY_BUFFER, vb ) ;
glEnableVertexAttribArray( ... ) ; // REMEMBERED IN VAO (vertex array object)
glVertexAttribPointer( ... ) ; // REMEMBERED IN VAO
glBufferData( .. ) ; // send data down to gpu, not remembered by vao
// "Stop remembering" calls to glBindBuffer( .. ) and glEnableVertexAttribArray( .. )
glBindVertexArrayOES( 0 ) ; // "stop recording"
At draw time, simply:
glBindVertexArrayOES( va ) ; // runs ALL your glEnableVertexAttribArray() calls,
// as well as your glBindBuffer( .. ) call,
// now all that's left to do is draw
glDrawArrays( glDrawingStyle, 0, vertexCount );
来源:https://stackoverflow.com/questions/12426507/binding-a-second-vertex-buffer-seems-to-spoil-my-first-vertex-buffer-opengl-oes