Opengl 为什么帧缓冲区在被遗弃的3中冻结?
我使用的是使用特定openGL3标准的Derelict3,如果调用glEnable(GL_DEPTH_TEST),我会遇到屏幕冻结(不更新)的问题,如果调用glEnable(GL_DEPTH_TEST),深度缓冲区不起作用。我注意到,如果在设置SDL_GL上下文和重新加载Derelict3之前调用设置清晰颜色和启用深度测试,则会忽略这些调用。我必须按照以下顺序制作:Opengl 为什么帧缓冲区在被遗弃的3中冻结?,opengl,d,fbo,Opengl,D,Fbo,我使用的是使用特定openGL3标准的Derelict3,如果调用glEnable(GL_DEPTH_TEST),我会遇到屏幕冻结(不更新)的问题,如果调用glEnable(GL_DEPTH_TEST),深度缓冲区不起作用。我注意到,如果在设置SDL_GL上下文和重新加载Derelict3之前调用设置清晰颜色和启用深度测试,则会忽略这些调用。我必须按照以下顺序制作: win=SDL_CreateWindow("3Doodle", SDL_WINDOWPOS_CENTERED, SDL_WINDO
win=SDL_CreateWindow("3Doodle", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, w, h, flags);
if(!win){
writefln("Error creating SDL window");
SDL_Quit();
}
context=SDL_GL_CreateContext(win);
SDL_GL_SetSwapInterval(1);
glVersion=DerelictGL3.reload();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glClearColor(0.0, 0.0, 0.0, 1.0);
glClearDepth(1.0);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
虽然这在写入标准双缓冲区时整理了深度剔除,但当我实现一个带有renderBuffer作为新深度缓冲区的帧缓冲区对象时,我得到了一个冻结。。。程序编译和运行时没有警告,但渲染到与屏幕对齐的四边形的图像保持不变。如果我将glEnable注释掉(GL_深度_测试);摄影机可以自由移动,但渲染图像不考虑深度测试,只按顺序绘制对象
帧缓冲区初始化代码为:
//fbo
glEnable (GL_FRAMEBUFFER_SRGB);
glGenFramebuffers(1, &fbo);
assert(fbo > 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenRenderbuffers(1, &rbo);
assert(rbo > 0);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, projMat.w, projMat.h);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glGenTextures(1, &fbon);
assert(fbon > 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fbon);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, projMat.w, projMat.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, null);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbon, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &fboc);
assert(fboc > 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, fboc);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, projMat.w, projMat.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, null);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, fboc, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &fbop);
assert(fbop > 0);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, fbop);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, projMat.w, projMat.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, null);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, fbop, 0);
glBindTexture(GL_TEXTURE_2D, 0);
int status=glCheckFramebufferStatus(GL_FRAMEBUFFER);
assert(status == GL_FRAMEBUFFER_COMPLETE);
buffs=[GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2];
glDrawBuffers(3, buffs.ptr);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
在draw()中调用fbo的代码是:
我不知所措,因为同样的代码在c#中正常工作。我的愚蠢。忘记指定glDepthFunc您是否尝试调用
glGetError()
以查看OpenGL方面是否出现了问题?
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shad);
glUniformMatrix4fv(viewLoc, 1, GL_TRUE, player.mat.ptr);
current.draw();
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
rend.draw();