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Java VBO-立方体偏移_Java_Opengl_Lwjgl_Vbo_Cube - Fatal编程技术网

Java VBO-立方体偏移

Java VBO-立方体偏移,java,opengl,lwjgl,vbo,cube,Java,Opengl,Lwjgl,Vbo,Cube,我有一些代码应该创建一个新的VBO,并用我使用偏移量而不是glTranslate创建的立方体填充它。我有一个cubeVBO类,它创建了一个带有偏移量的新多维数据集,但由于某些原因,代码只被调用一次。另外,似乎剔除工作不正常,因为当我正好在立方体前面时,立方体的面消失了。下面是课程: public class CubeVBO { public int vboVHandle; int offset = Block.size; int count = 0; public FloatBuffer ve

我有一些代码应该创建一个新的VBO,并用我使用偏移量而不是
glTranslate
创建的立方体填充它。我有一个cubeVBO类,它创建了一个带有偏移量的新多维数据集,但由于某些原因,代码只被调用一次。另外,似乎剔除工作不正常,因为当我正好在立方体前面时,立方体的面消失了。下面是课程:

public class CubeVBO {

public int vboVHandle;
int offset = Block.size;
int count = 0;
public FloatBuffer vertices;

public CubeVBO(float x, float z, float y){
    vertices = BufferUtils.createFloatBuffer(3 * 4 * 6);
    vertices.put(new float[] {
            x + offset, y + offset, z, 
            x - offset, y + offset, z,
            x - offset, y + offset, z - Block.size, 
            x + offset, y + offset, z - Block.size, 
            x + offset, y - offset, z - Block.size, 
            x - offset, y - offset, z - Block.size, 
            x - offset, y - offset, z, 
            x + offset, y - offset, z, 
            x + offset, y + offset, z - Block.size, 
            x - offset, y + offset, z - Block.size, 
            x - offset, y - offset, z - Block.size, 
            x + offset, y - offset, z - Block.size, 
            x + offset, y - offset, z, 
            x - offset, y - offset, z, 
            x - offset, y + offset, z, 
            x + offset, y + offset, z, 
            x - offset, y + offset, z - Block.size, 
            x - offset, y + offset, z, 
            x - offset, y - offset, z, 
            x - offset, y - offset, z - Block.size, 
            x + offset, y + offset, z, 
            x + offset, y + offset, z - Block.size, 
            x + offset, y - offset,
            z - Block.size, x + offset, y - offset, z });
    vertices.flip();

    vboVHandle = glGenBuffers();
    glBindBuffer(GL_ARRAY_BUFFER, vboVHandle);
    glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
}
} 我在这节课上用它:

public class BaseChunk {

// x - left/right y - up/down y - forward/backward

VBO vbo;
CubeVBO vertexVBO;

public static final int CHUNK_X = 16;
public static final int CHUNK_Y = 16;
public static final int CHUNK_Z = 16;

public boolean rebuild = false;

FloatBuffer blockPositionData;
FloatBuffer vertexColorData;

private Block[][][] blocks;
private int vboBlockData;

public BaseChunk() {

    blocks = new Block[CHUNK_X][CHUNK_Z][CHUNK_Y];
    blockPositionData = BufferUtils.createFloatBuffer((CHUNK_X * CHUNK_Z * CHUNK_Y) * 6 * 12);

    for (int xx = 0; xx < CHUNK_X; xx++) {
        for (int zz = 0; zz < CHUNK_Z; zz++) {
            for (int yy = 0; yy < CHUNK_Y; yy++) {
                blocks[xx][zz][yy] = Block.Grass;
            }
        }
    }
}

public void rebuildChunk(int id) {
    if (rebuild) {

    }
}

public void makeChunk(){
    for(int x = 0; x <= 16; x++){
        for(int z = 0; z <= 16; z++){
            for(int y = 0; y <= 16; y++){
                vertexVBO = new CubeVBO((float) 16 + x, (float) 16 + z, (float) 16 + y);
            }
        }
    }

    vboBlockData = glGenBuffers();
    glBindBuffer(GL_ARRAY_BUFFER, vboBlockData);
    glBufferData(GL_ARRAY_BUFFER, blockPositionData, GL_STATIC_DRAW);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
}

public void render() {
    vbo = new VBO();
    glBindBuffer(GL_ARRAY_BUFFER, vertexVBO.vboVHandle);
    glVertexPointer(3, GL_FLOAT, 0, 0L);

    glBindBuffer(GL_ARRAY_BUFFER, vbo.vboCHandle);
    glColorPointer(3, GL_FLOAT, 0, 0);

    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_COLOR_ARRAY);
                glPushMatrix();
                //glTranslatef(0, 0, 0);
                glDrawArrays(GL_QUADS, 0, 24);
                glPopMatrix();
    glDisableClientState(GL_VERTEX_ARRAY);
    glDisableClientState(GL_COLOR_ARRAY);
}
公共类基块{
//x-左/右y-上/下y-前/后
VBO VBO;
CubeVBO vertexVBO;
公共静态最终整数块X=16;
公共静态最终整数块_Y=16;
公共静态最终整数块_Z=16;
公共布尔重建=false;
浮动缓冲区数据;
浮动缓冲区顶点颜色数据;
专用块[][][]块;
私有int-vboBlockData;
公共基块(){
块=新块[CHUNK_X][CHUNK_Z][CHUNK_Y];
blockPositionData=BufferUtils.createFloatBuffer((CHUNK×CHUNK×CHUNK×CHUNK×CHUNK×CHUNK×Y)*6*12);
对于(int xx=0;xx对于(int x=0;x我认为您的问题之一是,在makeChunk()中,您创建了许多CubeVBO,但您将它们都赋给同一个变量,因此当方法结束时,只有最后创建的一个被vertexVBO引用。在render()中,您绑定并绘制了最终的CubeVBO


您需要创建一个包含所有立方体顶点的大型VBO,并进行绑定和绘制。别忘了更新glDrawArrays的计数参数。

您能发布一个屏幕截图吗?