Javascript WebGL无效操作缓冲区大小不足
我试图用WebGL和javascript编写一个简单的程序,从.obj文件中绘制一个简单的对象。我正在使用npm的webgl obj加载程序加载对象。正如标题所说,我一直得到不足的缓冲区大小(边缘)和索引缓冲区太小(FF)。我使用了gl.geterror函数,得到了1282个错误代码,这意味着无效的\u操作Javascript WebGL无效操作缓冲区大小不足,javascript,webgl,objloader,Javascript,Webgl,Objloader,我试图用WebGL和javascript编写一个简单的程序,从.obj文件中绘制一个简单的对象。我正在使用npm的webgl obj加载程序加载对象。正如标题所说,我一直得到不足的缓冲区大小(边缘)和索引缓冲区太小(FF)。我使用了gl.geterror函数,得到了1282个错误代码,这意味着无效的\u操作 window.onload = function () { OBJ.downloadMeshes( { 'dr
window.onload = function () {
OBJ.downloadMeshes(
{
'dragon_vrip': 'models/dragon_vrip.obj',
'cube2': 'models/cube2.obj'
}, webGLStart);
}
这是我用来加载obj文件的方式
app.meshes = meshes;
OBJ.initMeshBuffers(gl, app.meshes.dragon_vrip);
OBJ.initMeshBuffers(gl, app.meshes.cube2);
vertArray = app.meshes.cube2.vertices.slice();
normArray = app.meshes.cube2.vertexNormals.slice();
indicesArray = app.meshes.cube2.indices.slice();
texCoord = app.meshes.cube2.textures.slice();
第二步:初始化缓冲区
function drawFunc() {
rotateAngleX += 0.01;
rotateAngleY += 0.02;
mat4.fromXRotation(rotateXMatrix, rotateAngleX);
mat4.fromYRotation(rotateYMatrix, rotateAngleY);
mat4.multiply(modelMatrix, rotateXMatrix, rotateYMatrix);
gl.uniformMatrix4fv(modelMatrixLocation, false, modelMatrix);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES, indicesArray.length, gl.UNSIGNED_SHORT, 0);
requestAnimationFrame(drawFunc);
}
requestAnimationFrame(drawFunc);
这里我试着画一个简单的立方体
数组大小为:顶点:72索引:36 texCoords:48法线:72
考虑到顶点是x、y、z点的三元组,顶点缓冲区包含24个点(顶点[0]=x,顶点[1]=y,顶点[2]=z,…),索引数组的数目不超过23,因此我不知道错误发生在哪里。还有什么方法可以调试缓冲区吗?我尝试了spector.js,但没有多大帮助,因为draw调用由于错误而无效。好的,出于某种原因,我不得不在bufferdata函数中添加新类型的数组,如下所示
var indices = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indices);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(indicesArray),gl.STATIC_DRAW);
其余的缓冲区也是如此。请参见此处的完整示例
function drawFunc() {
rotateAngleX += 0.01;
rotateAngleY += 0.02;
mat4.fromXRotation(rotateXMatrix, rotateAngleX);
mat4.fromYRotation(rotateYMatrix, rotateAngleY);
mat4.multiply(modelMatrix, rotateXMatrix, rotateYMatrix);
gl.uniformMatrix4fv(modelMatrixLocation, false, modelMatrix);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawElements(gl.TRIANGLES, indicesArray.length, gl.UNSIGNED_SHORT, 0);
requestAnimationFrame(drawFunc);
}
requestAnimationFrame(drawFunc);
你能举个有效的例子吗?对于像这样的obj文件->我使用了你的代码和着色器来创建我的模型,它们工作得很好。所以现在我假设它是着色器或摄影机投影,因为我的模型没有被绘制。但至少我修复了缓冲区错误OK让我发布,作为回答,如果你喜欢,欢迎接受:)
<script src="https://webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
<script src="https://webglfundamentals.org/webgl/resources/webgl-lessons-helper.js"></script>
<script src="https://webglfundamentals.org/webgl/lessons/resources/3d-math.js"></script>
<!-- vertex shader -->
<script id="2d-vertex-shader" type="x-shader/x-vertex">
attribute vec4 a_position;
uniform mat4 u_worldViewProjection;
void main() {
gl_Position = u_worldViewProjection * a_position;
}
</script>
<!-- fragment shader -->
<script id="2d-fragment-shader" type="x-shader/x-fragment">
void main() {
gl_FragColor = vec4(0,0,0,1);
}
</script>
<canvas id="c"></canvas>
"use strict";
var m = ThreeDMath;
function main() {
var cubeVertices = [
-1, -1, -1,
1, -1, -1,
1, 1, -1,
-1, 1, -1,
-1, -1, 1,
1, -1, 1,
1, 1, 1,
-1, 1, 1,
];
var indices = [
0, 1,
1, 2,
2, 3,
3, 0,
4, 5,
5, 6,
6, 7,
7, 4,
0, 4,
1, 5,
2, 6,
3, 7,
];
var canvas = document.getElementById("c");
var gl = canvas.getContext("webgl");
if (!gl) {
alert("no webgl");
return;
}
var program = webglUtils.createProgramFromScripts(
gl, ["2d-vertex-shader", "2d-fragment-shader"]);
gl.useProgram(program);
var positionLoc = gl.getAttribLocation(program, "a_position");
var worldViewProjectionLoc =
gl.getUniformLocation(program, "u_worldViewProjection");
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array(cubeVertices),
gl.STATIC_DRAW);
gl.enableVertexAttribArray(positionLoc);
gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 0, 0);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer);
gl.bufferData(
gl.ELEMENT_ARRAY_BUFFER,
new Uint16Array(indices),
gl.STATIC_DRAW);
function render(clock) {
clock *= 0.001;
var scale = 4;
webglUtils.resizeCanvasToDisplaySize(gl.canvas, window.devicePixelRatio);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT);
var fieldOfView = Math.PI * 0.25;
var aspect = canvas.clientWidth / canvas.clientHeight;
var projection = m.perspective(fieldOfView, aspect, 0.0001, 500);
var radius = 5;
var eye = [
Math.sin(clock) * radius,
1,
Math.cos(clock) * radius,
];
var target = [0, 0, 0];
var up = [0, 1, 0];
var view = m.lookAt(eye, target, up);
var worldViewProjection = m.multiplyMatrix(view, projection);
gl.uniformMatrix4fv(worldViewProjectionLoc, false, worldViewProjection);
gl.drawElements(gl.LINES, indices.length, gl.UNSIGNED_SHORT, 0);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();