调用 glDrawElements 会导致访问冲突
calling glDrawElements causes access violation
我目前正在试图弄清楚 VBO 的东西是如何工作的,可悲的是这导致了可怕的问题:/
IM 从 .obj 文件加载数据(请参阅:http://pastebin.com/B8uibDvV .obj 文件)并(试图)将其放入 VBO 中
我绑定数据的代码如下所示:
//Generate Buffers
glGenBuffers(1, &this->glVerticesBufferID);
glGenBuffers(1, &this->glIndexBufferID);
//bind the buffers to set the data
glBindBuffer(GL_ARRAY_BUFFER, this->glVerticesBufferID);
glBufferData(GL_ARRAY_BUFFER, this->verticesList.size() * sizeof(GLfloat), 0, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->glIndexBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, this->indexList.size() * sizeof(GLshort), 0, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, this->verticesList.size(), this->verticesList.data());
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, this->indexList.size(), this->indexList.data());
//Clear binds
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
最后,我用这个渲染一切:
glBindBuffer(GL_ARRAY_BUFFER, this->glVerticesBufferID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->glIndexBufferID);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawElements(GL_TRIANGLES, this->indexList.size(), GL_UNSIGNED_SHORT, this->indexList.data());
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
最后,我在VisualStudio 2010的输出中收到访问冲突消息
0xC0000005:访问违规读取位置0x0147fbd8。
所以我的问题是如何解决这个问题?(或者如果我错了,如何做对)
---------------编辑1---------------
http://pastebin.com/DEbZH9iy
绑定数据
glGenBuffers(1, &this->glVerticesBufferID);
glBindBuffer(GL_ARRAY_BUFFER, this->glVerticesBufferID);
glBufferData(GL_ARRAY_BUFFER, (this->verticesList.size() + this->textureCoordList.size() + this->normalsList.size()) * sizeof(GLfloat), 0, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER,
0,
this->verticesList.size() * sizeof(GLfloat),
this->verticesList.data()
);
glBufferSubData(
GL_ARRAY_BUFFER,
this->verticesList.size() * sizeof(GLfloat),
this->normalsList.size() * sizeof(GLfloat),
this->normalsList.data()
);
glBufferSubData(
GL_ARRAY_BUFFER,
(this->verticesList.size() + this->normalsList.size()) * sizeof(GLfloat),
this->textureCoordList.size() * sizeof(GLfloat),
this->textureCoordList.data()
);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &this->glIndexBufferID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->glIndexBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, this->indexList.size() * sizeof(GLushort), this->indexList.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
pub_glVerticesBufferID = glVerticesBufferID;
pub_glIndexBufferID = glIndexBufferID;
渲染部分:
glBindBuffer(GL_ARRAY_BUFFER, this->glVerticesBufferID);
glVertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), (GLvoid*)0);
glNormalPointer(GL_FLOAT, 3 * sizeof(GLfloat), (GLvoid*)(this->verticesList.size() * sizeof(GLfloat)));
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), (GLvoid*)((this->normalsList.size() + this->verticesList.size()) * sizeof(GLfloat)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->glIndexBufferID);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
您可能没有初始化OpenGL-1.1之后引入的功能的入口点。在Windows中,仅指定OpenGL-1.1入口点,超出的所有内容都必须在运行时初始化。否则,将出现访问冲突。看看 GLEW 以获得一种方便的方法,只需 3 行代码即可完成这项繁琐的任务。
话虽如此,您的代码仍然有错误:
你需要告诉OpenGL它应该从缓冲区的确切位置获取它的元素。这是通过调用gl…Pointer
函数来完成的,数据元素是缓冲区中的字节偏移量。您的代码错过了这一点。此外,glDrawElements
不再期望指针也放置偏移量。
但是,绑定缓冲区对象时,这不应导致段错误/访问冲突。
相关文章:
- 写入位置0x0000000C时发生访问冲突
- 引发异常:读取访问冲突**dynamicArray**为0x1118235.发生
- 链表中写入访问冲突的未知原因
- C++中的openCV Mat访问冲突
- C++尝试深度复制唯一指针时出现内存访问冲突
- C++ 中动态二维数组的访问冲突
- 从嵌套循环中的 std::list 中删除将返回访问冲突
- 写入访问冲突异常
- 在类 12.exe 中0x7B37FF80 (ucrtbased.dll) 引发异常: 0xC0000005:访问冲突读
- 0xC0000005:访问冲突写入位置0xCDCDCDCD动态分配错误
- 读取访问冲突.这0xCDCDCDCD
- 0xC0000005:访问冲突读取位置 0x00000000. 重载 == 运算符的问题
- 插入数组时违反写访问冲突
- 使用 ReadProcessMemory 获取字符串值的访问冲突
- 尝试通过共享指针使用变量时读取访问冲突
- 堆栈上的 C++ 访问冲突写入异常
- 引发异常:写访问冲突. temp 为 nullptr
- 将静态字符数组中的字符分配给动态分配的字符数组 - 访问冲突
- 在C++中删除双向链表的头节点后出现访问冲突异常
- C++ 读取访问冲突,0xCDCDCDCD