Java LWJGL VBO JVM崩溃
在谷歌搜索了很多次之后,我在用LWJGL渲染VBO立方体时遇到了一个问题。基本上,当我启用normals时,JVM会崩溃。这很可能与我在Plane.java中设置法线的方式有关。由于我仍在学习VBO,我似乎不知道如何解决这个问题。你能看一下,让我知道我可能出了什么问题吗 Cube.java:Java LWJGL VBO JVM崩溃,java,opengl,lwjgl,Java,Opengl,Lwjgl,在谷歌搜索了很多次之后,我在用LWJGL渲染VBO立方体时遇到了一个问题。基本上,当我启用normals时,JVM会崩溃。这很可能与我在Plane.java中设置法线的方式有关。由于我仍在学习VBO,我似乎不知道如何解决这个问题。你能看一下,让我知道我可能出了什么问题吗 Cube.java: package net.contour.src.voxel; import org.lwjgl.opengl.GL11; public class Cube { public float x;
package net.contour.src.voxel;
import org.lwjgl.opengl.GL11;
public class Cube {
public float x;
public float y;
public float z;
float size = 1.0f;
private Plane top;
private Plane bottom;
private Plane left;
private Plane right;
private Plane front;
private Plane back;
public Cube(float x, float y, float z) {
this.x = x;
this.y = y;
this.z = z;
this.top = new Plane(new float[]{
size / 2, size / 2, size / 2,
-size / 2, size / 2, size / 2,
-size / 2, size / 2, -size / 2,
size / 2, size / 2, -size / 2
}, new float[]{
0.0f, 1.0f, 0.0f
});
this.bottom = new Plane(new float[]{
size / 2, -size / 2, size / 2,
-size / 2, -size / 2, size / 2,
-size / 2, -size / 2, -size / 2,
size / 2, -size / 2, -size / 2
}, new float[]{
0.0f, -1.0f, 0.0f
});
this.front = new Plane(new float[]{
size / 2, size / 2, -size / 2,
-size / 2, size / 2, -size / 2,
-size / 2, -size / 2, -size / 2,
size / 2, -size / 2, -size / 2
}, new float[]{
0.0f, 0.0f, 1.0f
});
this.back = new Plane(new float[]{
size / 2, size / 2, size / 2,
-size / 2, size / 2, size / 2,
-size / 2, -size / 2, size / 2,
size / 2, -size / 2, size / 2
}, new float[]{
0.0f, 0.0f, -1.0f
});
this.left = new Plane(new float[]{
-size / 2, size / 2, size / 2,
-size / 2, size / 2, -size / 2,
-size / 2, -size / 2, -size / 2,
-size / 2, -size / 2, size / 2
}, new float[]{
-1.0f, 0.0f, 0.0f
});
this.right = new Plane(new float[]{
size / 2, size / 2, -size / 2,
size / 2, size / 2, size / 2,
size / 2, -size / 2, size / 2,
size / 2, -size / 2, -size / 2
}, new float[]{
1.0f, 0.0f, 0.0f
});
}
public void render() {
GL11.glPushMatrix();
GL11.glTranslatef(x, y, z);
top.render();
bottom.render();
front.render();
back.render();
left.render();
right.render();
GL11.glPopMatrix();
}
public void destroy() {
top.destroy();
bottom.destroy();
front.destroy();
back.destroy();
left.destroy();
right.destroy();
}
}
Plane.java:
package net.contour.src.voxel;
import static org.lwjgl.opengl.GL11.GL_COLOR_ARRAY;
import static org.lwjgl.opengl.GL11.GL_FLOAT;
import static org.lwjgl.opengl.GL11.GL_NORMAL_ARRAY;
import static org.lwjgl.opengl.GL11.GL_QUADS;
import static org.lwjgl.opengl.GL11.GL_VERTEX_ARRAY;
import static org.lwjgl.opengl.GL11.glColorPointer;
import static org.lwjgl.opengl.GL11.glDisableClientState;
import static org.lwjgl.opengl.GL11.glDrawArrays;
import static org.lwjgl.opengl.GL11.glEnableClientState;
import static org.lwjgl.opengl.GL11.glNormalPointer;
import static org.lwjgl.opengl.GL11.glVertexPointer;
import static org.lwjgl.opengl.GL15.GL_ARRAY_BUFFER;
import static org.lwjgl.opengl.GL15.GL_STATIC_DRAW;
import static org.lwjgl.opengl.GL15.glBindBuffer;
import static org.lwjgl.opengl.GL15.glBufferData;
import static org.lwjgl.opengl.GL15.glDeleteBuffers;
import static org.lwjgl.opengl.GL15.glGenBuffers;
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
public class Plane {
float size = 0.5f;
private final int amountOfVertices = 4;
private final int vertexSize = 3;
private final int colorSize = 3;
private final int normalSize = 3;
private FloatBuffer vertexData;
private FloatBuffer colorData;
private FloatBuffer normalData;
private int vboVertexHandle;
private int vboColorHandle;
private int vboNormalHandle;
public Plane(float[] v, float[] n) {
vertexData = BufferUtils.createFloatBuffer(amountOfVertices * vertexSize);
vertexData.put(new float[] {
v[0], v[1], v[2],
v[3], v[4], v[5],
v[6], v[7], v[8],
v[9], v[10], v[11]
});
vertexData.flip();
colorData = BufferUtils.createFloatBuffer(amountOfVertices * colorSize);
colorData.put(new float[] {
1, 0, 0,
1, 0, 0,
1, 0, 0,
1, 0, 0
});
colorData.flip();
normalData = BufferUtils.createFloatBuffer(normalSize);
normalData.put(new float[] {
n[0], n[1], n[2]
});
normalData.flip();
vboVertexHandle = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle);
glBufferData(GL_ARRAY_BUFFER, vertexData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
vboColorHandle = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vboColorHandle);
glBufferData(GL_ARRAY_BUFFER, colorData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
vboNormalHandle = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vboNormalHandle);
glBufferData(GL_ARRAY_BUFFER, normalData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
public void render() {
glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle);
glVertexPointer(vertexSize, GL_FLOAT, 0, 0L);
glBindBuffer(GL_ARRAY_BUFFER, vboColorHandle);
glColorPointer(colorSize, GL_FLOAT, 0, 0L);
glBindBuffer(GL_ARRAY_BUFFER, vboNormalHandle);
glNormalPointer(normalSize, GL_FLOAT, 0L);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glDrawArrays(GL_QUADS, 0, amountOfVertices);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
public void destroy() {
glDeleteBuffers(vboVertexHandle);
glDeleteBuffers(vboColorHandle);
}
}
让我知道你们的想法。我已经在3台不同的计算机上测试了代码,每台计算机都有相同的结果。我相信每个顶点都需要一条法线。(在上面的评论之后,我翻阅了类似的代码来验证这一点)。您只提供了一个法线坐标,代码预期为4(每个顶点一个)。我注意到,整个四边形只有一个法线。我可能错了,但是每个顶点不应该有法线吗?glDrawArrays调用可能正在寻找更多法线,并在过程中遇到内存错误。我添加了4个法线坐标作为测试,但它仍然崩溃。这是我尝试过的:this.right=新平面(新浮点[]{size/2,size/2,-size/2,size/2,size/2,-size/2,size/2,size/2,-size/2,-size/2,-size/2},新浮点[]{1.0f,0.0f,1.0f,0.0f,0.0f,1.0f,0.0f,0.0f,0.0f});您是否向normalData缓冲区添加了额外的9个浮点数(使用normalData.put方法)?你在这里提到的单一变化并没有添加额外的法线。是的,我添加了它们。很抱歉没提那件事。