C glDrawArrays在启用颜色顶点数组OpenGL ES 2.0时崩溃

C glDrawArrays在启用颜色顶点数组OpenGL ES 2.0时崩溃,c,opengl-es,opengl-es-2.0,C,Opengl Es,Opengl Es 2.0,下面的代码工作正常,并绘制一个彩色三角形等边: GLfloat triangle_pos[] = { -0.5, -0.25, 0.0, 0.5, -0.25, 0.0, 0.0, 0.559016994, 0.0 }; void draw_triangle() { glUseProgram(SHADER.program); matrix mv;

下面的代码工作正常,并绘制一个彩色三角形等边:

GLfloat triangle_pos[] =
                 {
            -0.5, -0.25, 0.0,
             0.5, -0.25, 0.0,
             0.0, 0.559016994, 0.0
                 };

void draw_triangle()
{
 glUseProgram(SHADER.program);

 matrix mv;
 multiply_matrix(VIEW_MATRIX/*ident*/, MODEL_MATRIX/*ident*/, mv);
 matrix mvp;
 multiply_matrix(PROJECTION_MATRIX/*ortho*/, mv, mvp);

 glUniformMatrix4fv(SHADER.uniforms[0]/*um_mvp*/, 1, GL_FALSE, mvp);

 glEnableVertexAttribArray(SHADER.atributes[0]/*av_pos*/);
 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, triangle_pos);

 glDrawArrays(GL_TRIANGLES, 0, 3);

 glDisableVertexAttribArray(SHADER.atributes[0]/*av_pos*/);

 glUseProgram(0);
}
顶点着色器:

attribute vec4 av_pos;
varying vec4 vv_col;
uniform mat4 um_mvp;
void main()
{
 vv_col = um_mvp * av_pos;
 gl_Position = vv_col; 
} 
片段着色器:

precision lowp float;
varying vec4 vv_col;
void main()
{
 gl_FragColor = vv_col;
}   
允许更改顶点着色器以从外部加载颜色值:

attribute vec4 av_pos;
attribute vec4 av_col;
varying vec4 vv_col;
uniform mat4 um_mvp;
void main()
{
 vv_col = av_col
 gl_Position = um_mvp * av_pos; 
}  
修改后的代码为:

GLfloat triangle_pos[] =
                 {
            -0.5, -0.25, 0.0,
             0.5, -0.25, 0.0,
             0.0, 0.559016994, 0.0
                 };

GLfloat triangle_col[]=
                 {
    1.0,0.0,1.0,1.0,
    0.0,1.0,1.0,1.0,
    1.0,0.0,0.0,1.0
                 };



void draw_triangle()
{
 glUseProgram(SHADER.program);

 matrix mv;
 multiply_matrix(VIEW_MATRIX, MODEL_MATRIX, mv);
 matrix mvp;
 multiply_matrix(PROJECTION_MATRIX, mv, mvp);

 glUniformMatrix4fv(SHADER.uniforms[0]/*um_mvp*/, 1, GL_FALSE, mvp);

 glEnableVertexAttribArray(SHADER.atributes[0]/*av_pos*/);
 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, triangle_pos);

 glEnableVertexAttribArray(SHADER.atributes[1]/*av_col*/);
 glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, triangle_col);

 glDrawArrays(GL_TRIANGLES, 0, 3); // just crashing i can't even glGetError() after that line

 glDisableVertexAttribArray(SHADER.atributes[0]);

 glDisableVertexAttribArray(SHADER.atributes[1]);

 glUseProgram(0);
}
为什么会崩溃以及如何修复

glEnableVertexAttribArray(SHADER.atributes[0]/*av_pos*/);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, triangle_pos);

glEnableVertexAttribArray(SHADER.atributes[1]/*av_col*/);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, triangle_col);
的第一个参数是要设置的属性。它的价值与你给予的价值相同。所以这应该是:

glEnableVertexAttribArray(SHADER.atributes[0]/*av_pos*/);
glVertexAttribPointer(SHADER.atributes[0], 3, GL_FLOAT, GL_FALSE, 0, triangle_pos);

glEnableVertexAttribArray(SHADER.atributes[1]/*av_col*/);
glVertexAttribPointer(SHADER.atributes[1], 4, GL_FLOAT, GL_FALSE, 0, triangle_col);
的第一个参数是要设置的属性。它的价值与你给予的价值相同。所以这应该是:

glEnableVertexAttribArray(SHADER.atributes[0]/*av_pos*/);
glVertexAttribPointer(SHADER.atributes[0], 3, GL_FLOAT, GL_FALSE, 0, triangle_pos);

glEnableVertexAttribArray(SHADER.atributes[1]/*av_col*/);
glVertexAttribPointer(SHADER.atributes[1], 4, GL_FLOAT, GL_FALSE, 0, triangle_col);