Iphone iOS上的GLD组件VAO/VBO崩溃
我正在创建一个批处理类,该类使用VAOs和VBOs来管理网格。但是,当尝试使用GLDraweElements时,当绑定回VAO时,我会获得EXEC_BAD_访问权限和GL_INVALID_操作。代码如下:Iphone iOS上的GLD组件VAO/VBO崩溃,iphone,ios,opengl-es,3d,opengl-es-2.0,Iphone,Ios,Opengl Es,3d,Opengl Es 2.0,我正在创建一个批处理类,该类使用VAOs和VBOs来管理网格。但是,当尝试使用GLDraweElements时,当绑定回VAO时,我会获得EXEC_BAD_访问权限和GL_INVALID_操作。代码如下: glGenVertexArraysOES(1, &arrayID); glBindVertexArrayOES(arrayID); // Bind INTO VAO, opening state // Load shaders and textures and bi
glGenVertexArraysOES(1, &arrayID);
glBindVertexArrayOES(arrayID); // Bind INTO VAO, opening state
// Load shaders and textures and bind them using glUseProgram etc.
glGenBuffers(1, &vboID);
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glGenBuffers(1, &indexID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexID);
glBindVertexArrayOES(0); // Bind AWAY from VAO, saving state
Glfloat data[length];
glBindVertexArrayOES(arrayID); // Bind INTO VAO, open state
unsigned int glfloatsize = sizeof(GLfloat);
unsigned int stride = kStride * glfloatsize;
// Fill Vertex information
glBufferData(GL_ARRAY_BUFFER, vertCount * glfloatsize * kStride, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, vertCount * glfloatsize * kStride, data);
glEnableVertexAttribArray(kPositionLocation);
glVertexAttribPointer(kPositionLocation, 3, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(0));
glEnableVertexAttribArray(kNormalLocation);
glVertexAttribPointer(kNormalLocation, 3, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(3));
glEnableVertexAttribArray(kColorLocation);
glVertexAttribPointer(kColorLocation, 4, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(6));
glClientActiveTexture(GL_TEXTURE0);
glEnableVertexAttribArray(kTextureLocation);
glVertexAttribPointer(kTextureLocation, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(10));
// Fill Index information
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * sizeof(GLushort), NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * sizeof(GLushort), index);
glBindVertexArrayOES(0); // Bind AWAY from VAO, saving state
// DO OTHER STUFF
/** RENDER (EXPLODES WITH EXEC_BAD_ACCESS) **/
glBindVertexArrayOES(arrayID);
glDrawElements(renderMode, indexCount, GL_UNSIGNED_SHORT, 0);
glBindVertexArrayOES(0);
/** RENDER (WORKS CORRECTLY [index is a scoped array of GLushorts that are uploaded to the VBO above...]) **/
glBindVertexArrayOES(arrayID);
glDrawElements(renderMode, indexCount, GL_UNSIGNED_SHORT, index);
glBindVertexArrayOES(0);
你知道为什么我在尝试使用GL元素数组缓冲区VBO时收到EXEC\u BAD\u访问权限吗?你确定以下语句是真的吗
- 所有OpenGL函数不设置错误-在每个glXYZ函数之后调用glGetError并检查结果
- kStride>=24
- 长度==vertCount*kStride
- 索引数组具有短类型的indexCount元素
- 索引数组的所有元素的值都小于vertCount值
- 没有其他GlenableVertexAttributeArray调用
glBindVertexArrayOES(0)
会保存任何状态。。。你确定吗?我的理解是,在调用glvertexattributepointer
时会发生保存,对于GL\u数组\u缓冲区
,在调用glBufferData
时会发生保存,对于GL\u元素\u数组\u缓冲区
。请参阅本教程:我重写了渲染管道的一大部分,但实际上无法说出我找到了什么(如果有的话)解决方案。很抱歉